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[SR5] 30-40 Defence dice pool Character

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RHat

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« Reply #15 on: <05-30-14/0141:44> »
dice pool 40 will make it possible to buy 10 hits

Buying hits doesn't work like that.  You can't freaking buy hits for combat.

Seriously, why is it that people running this stuff up forget about important things like that?

In any case, you're still screwed against grenades and area spells, but more importantly, what the hell else can you do?  A character who's just really good at dodging is just dead weight.

In regards to those 15 Dice for Gymnastics.
I don't see where those help you dodge bullets anywhere.
Dodging only works for MELEE defense.  Pg 188-191.
Please let me know if I'm reading that wrong, but the rule book seems pretty clear.

There's a quality in Run & Gun that lets you sub in Gymnastics for Willpower in Full Defense.

@Lucean:  People really need to realize that the whole "Manabolt/Stunbolt is better than Banishing/Astral Combat" thing straight up died in the edition switch.
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Lucean

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« Reply #16 on: <05-30-14/0208:02> »
@Lucean:  People really need to realize that the whole "Manabolt/Stunbolt is better than Banishing/Astral Combat" thing straight up died in the edition switch.
Really?
So this character does not even have Astral Perception, so would need to initiate for a PP, to even use this skill, while the spell could be applied in other situations.
Even if Astral Perception is bought, getting from his 8 dice to 13 dice in Astral Combat, needs 2 simple actions (switching perception and activating focus), while he could recklessly manabolt/stunbolt the target otherwise. Remember, this character can't project, so will always have access to reagents to cast low force high limit spells.
The defense of a spirit against Astral Combat is 2xF, the defense against the spells is just F, with no Guardians and Plant spirits being released yet. So please forgive me, if I missed the funeral.

RHat

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« Reply #17 on: <05-30-14/0245:47> »
Astral Combat has something that direct spells never get: Base damage (and given that said base damage is notably higher in SR5 than in SR4...)

That said, I may have jumped on a little early, mistaking your comment for the memetic bad advice that's been an issue for a bit.
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Lucean

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« Reply #18 on: <05-30-14/0416:25> »
The problem is to fit the skill points in. If you're a spellslinger, well it's just what you're already good at.
Astral Combat depends also a lot on your build with special emphasis on tradition. So hermetics have one more argument to refrain from using Astral Combat.

With Banishing I don't like the uncontrollable drain, but again I often find it hard to incorporate one more skill, and given that my one attempt at a caster wouldn't use weapons, I'd miss out on a DP-component that could define success or failure.