Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: PiXeL01 on <01-25-16/0138:01>
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I made this guide hoping it would simplify the character creation process a little bit.
Criticism and suggestions are more than welcome.
Please note English isn't my first language.
https://www.dropbox.com/s/s3vfm2b10kc1vnz/Guide%20to%20Creating%20SR5%20Characters.pdf?dl=0
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It is a good guide, I would add what equipment, skills, qualities, you feel is the best to start out with (Perception, I would say skill everyone should have and I always recommend taking visual +2) , and what you think is a big no no, especially if this guide is intended for your players. Like what you would reccommend they take in your games. One of the hardest things for New players I think, is trying to figure out what you you should buy, knowledge skills to take, etc. Maybe have pack for every Priority, like Decker, if you take Prioity C, you recOmmend this deck, these prOgrams, this ware,etc.. I personally don't like the packs in RF book.
Oh I think you should add the following:
No one should ever play a Centaur, they are Abominations, they should All be destroyed..just my opinion.
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I would add that about Pixies actually. They are all met with quick demise.
Thank you for your criticism. The more the merrier
I have updated it a little bit, though not in the way you suggested. More information about lifestyles and fetish have been added.
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Pretty good guide. I'd give this to new players, since its really condensed and well sorted.
I'd remove the houserule part ("As a houserule the Automatics skill does not exist. Heavy Weapons is now part of the Firearms group.") in Step 6.
It might be relevant for your personal group, but is bound to confuse new players reading this guide.
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Pretty good guide. I'd give this to new players, since its really condensed and well sorted.
I'd remove the houserule part ("As a houserule the Automatics skill does not exist. Heavy Weapons is now part of the Firearms group.") in Step 6.
It might be relevant for your personal group, but is bound to confuse new players reading this guide.
Agree here. Maybe also list where the other Char Gen options (like karma or life modules) are located, in case their group is using those rules, even though it makes some of your guide null and void.
This is a great idea, by the way, something I was thinking about a few weeks back. Just a good starting point so people would better understand the process.
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There's only one problem; by placing resources after karma expenditure characters who are awakened or technomancers who choose to buy ware and lose essence come up with a different current magic/res than doing it in the order of the book.
Granted, newbies should probably stay away from hybrid ware/awakened characters (other than transhuman) until they get the feel for building characters anyway.
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I'll move it around a bit. Probably put implants purchases before spell choice.
Also I'll make a version without the house rules.
Thank you for all the critism though. Keep it coming
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I updated the guide a little bit (added another page) by removing the house rules and adding more information about the influence of essence on magic and resonance.
Additional information about the other generation systems have been added too and a compiled list of all Life Modules are in the making.
I did not move Karma spending though. Just hopefully cleaned up a few things here and there instead.
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Standard Grade implants now included. Not sure why I left that out ...
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Thanks. This will come in handy!