Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: JmOz01 on <11-10-15/0840:19>
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Away from my books. Can someone tell me the point cost for building an elf in the point buy system
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I'm not by my books either, but I do have a copy of Chummer to hand ..... in there it appears to be 40 karma.
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Confirmed. Run Faster, p 64 lists it as 40 karma.
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Confirmed. Run Faster, p 64 lists it as 40 karma.
And your diginity. :P
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...in older editions, elves cost more or required a higher priority than dwarves or orcs. I wonder why the change?
Trolls were always the toughest to get as they are...well...very tough.
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Uh. I had an argument, but then I realized it applied in reverse. Basically it was stating that Strength and Body may have been more useful in previous editions ... but that would mean that Dwarves/Orks would be lower than Elves if they were already.
I wish Dwarves/Orks were cheaper than Elves. As it is, that's sinking some serious priority just to think about alternate metatypes.
I'm also the kind of GM who likes non-humans, so I'd be inclined to give a bonus 10 karma to anyone building with a Dwarf, Orc, Troll or 5 karma for an Elf or other metavariant.
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Now it's merely a function of how many bonus attribute points and other stuff you get.
Human 1
Elf 3
Ork 5
Dwarf 5
Troll 8
It's almost logically - until you see which attributes are used in how many tests...
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Falar, consider 15 for trolls. Having to use at least a B priority for them really hurts.
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Human 1
Elf 3
Ork 5
Dwarf 5
Troll 8
To be fair, we also have to count negatives here:
- Human - 1 point of Edge
- Elf - 1 point of Agility, 2 points of Charisma, Low-Light Vision
- Dwarf - 2 Points Body, 2 Points Strength, 1 Point Willpower, Thermographic Vision, +2 to Pathogen/Toxin resistance, -1 Max Reaction, +20% Lifestyle
- Ork - 3 Points Body, 2 Points Strength, Low-Light Vision, -1 Logic Maximum, - 1 Charisma Maximum
- Troll - 4 Points Body, 4 Points Strength, Thermographic Vision, +1 Reach, +1 dermal armor, -1 Agility Maximum, -1 Logic Maximum, -1 Intuition Maximum, -2 Charisma Maximum, +100% lifestlye
So, let's assign some values to the things that aren't directly attributes. I'm going to go with a baseline of everything being equivalent to 1/2 attribute point, with +20% Lifestyle being 1/2 attribute point. This brings us to:
- Human - 1
- Elf - 3.5
- Dwarf - 5
- Ork - 4.5
- Troll - 5.5
This puts all metatypes more or less on even footing with a very mild difference. But, hey, we all know that Body and Strength are worth less than other attributes. Let's count positive points in them as being 1/2 attribute points.
- Human - 1
- Elf - 3.5
- Dwarf - 3.5
- Ork - 2
- Troll - 0.5
This is a very rough estimate, but I think it fits how people actually feel the metatypes work out. Troll is actually about even with Human. Ork is a bit better. Elf and Dwarf are pretty much the best (albeit at slightly different things).
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I wouldn't dismiss Body. It comes up in a lot of tests (resistance mostly).
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I wouldn't dismiss Body. It comes up in a lot of tests (resistance mostly).
Yeah, I thought about coming up with more detailed valuation. But it more or less comes down to Logic, Intuition, Agility and Charisma are the top dogs. Followed by Willpower, Body, Reaction. Then Strength is last. Certain builds value certain things more.
Then I would also have to valuate Maximum reductions by attribute. Losing on your maximum Agility hurts a lot more than losing on your maximum Reaction.
Trolls, though, I still think are only slightly better than humans except in one very narrow archetype of melee damage. I would probably adjust priorities to be something along the lines of:
- Human (9), Troll (8 ), Ork (7), Dwarf (6), Elf (6)
- Human (7), Troll (6), Ork (5), Dwarf (4), Elf (4)
- Human (5), Troll (4), Ork (3), Dwarf (2), Elf (2)
- Human (3), Troll (2), Ork (1), Dwarf (0), Elf (0)
- Human (1)
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troll with liminal centaur body and skates wielding a claymore under the influence of the movement power...
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troll with liminal centaur body and skates wielding a claymore under the influence of the movement power...
You know you want it in your Pink Mohawk soul.
14 Strength, so he's rocking a 19P, -5AP damage. His runner name would be Missile - because that's his base damage code.
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I've seen several references to movement and melee damage, is the a rule I'm missing that adds to damage if you move quickly, or is it so you don't get shot full of holes before you get to your target?
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I've seen several references to movement and melee damage, is the a rule I'm missing that adds to damage if you move quickly, or is it so you don't get shot full of holes before you get to your target?
You get a +2 to your Melee Attack dice pool when charging (which is any movement at your run speed, I think). That's the only benefit you get.
You do also get a +2 to defense while running which is actually equivalent to the defense you get from partial cover, so as a melee character - ALWAYS BE CHARGING is your ABC of choice.
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...this is why I tend to play humans a lot. Used to love playing dwarves but too expensive now as you have to assign something important to Priority D (like resources or skills). Can easily get low light vision through PQs, 'Ware, Genemods, or Gear.
Choosing an elf is pretty much only useful if you are playing a Summoner (and I don't usually play magic types save for PhysAds) or a Face because of the high Charisma.
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Elves are also great infiltrators and JAOT-type characters because there are so many skills linked to Agility and Charisma.
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Dwarves and orks are a more viable pick in point build. Only 10 Karma more than elves, as opposed to a Priority level higher. Even trolls are comparatively less expensive, at least their base cost, but they start getting pricey again when you raise that Body and Strength.
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U also get -2 when your running iirc
So cancels da other out
I've seen several references to movement and melee damage, is the a rule I'm missing that adds to damage if you move quickly, or is it so you don't get shot full of holes before you get to your target?
You get a +2 to your Melee Attack dice pool when charging (which is any movement at your run speed, I think). That's the only benefit you get.
You do also get a +2 to defense while running which is actually equivalent to the defense you get from partial cover, so as a melee character - ALWAYS BE CHARGING is your ABC of choice.
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U also get -2 when your running iirc
So cancels da other out
I've seen several references to movement and melee damage, is the a rule I'm missing that adds to damage if you move quickly, or is it so you don't get shot full of holes before you get to your target?
You get a +2 to your Melee Attack dice pool when charging (which is any movement at your run speed, I think). That's the only benefit you get.
You do also get a +2 to defense while running which is actually equivalent to the defense you get from partial cover, so as a melee character - ALWAYS BE CHARGING is your ABC of choice.
You get a plus four for charging and a minus two when running for a plus two total. The rules are a bit ask over with it but if you look up charging attack it's there.