NEWS

Too powerful?

  • 19 Replies
  • 6466 Views

Yoherz

  • *
  • Newb
  • *
  • Posts: 3
« on: <10-30-15/1314:44> »
So a friend of mine that loves the game wanted to try DMing for the first time. His favorite game? Shadowrun. So he wanted to show us shadowrun and try out DMing at the same time. However, what he didn't count on is that because he and I have both played many many years of D&D - and recently a few years of L5R - that we are both quite adept at building characters. In one of our first few L5R games the DM had to end the game because he wasn't sure how to handle a character with 5 agility (max is 10) and a high stealth roll. This same character was my friend, the new DM.
So with all this in mind, we looked up the shadowrun 4e rules and I begun writing down characters on my phone. A hacker, a brawler adept, a mage, etc. Nothing that wasn't really already in the sample character list that I thought, "why does the brawler have points in pilot aircraft, when they could put more into unarmed?" and "this is a hacker/decker, but then why doesn't the character have the codeslinger quality that would make them better at what they do?"
So I went through and made a bunch of test characters, including the only character that I got to play in the game; a hacker that rolls 24 hacking dice. Enough dice, that if I decided to buy hits, I could buy the max difficulty of that version and, per say, hack a satellite laser to shoot the target with effortlessly.
Now, I'm certain that were this character weaker and trying to get to this point, he would have been killed, as per shadowrun, for being too dangerous. Although, if he were weaker, he would be killed for being weak, as per shadowrun. I affectionately call this, the shadowrun paradox. So, in general, I wanted to lean towards the, "being good at their job and getting killed for it" because to me, it just seems so much more entertaining to get killed for doing something crazy and fun instead of just failing a stealth roll and getting captured or in general being terrible in a firefight.

Onto my main point though. He, both being unfamiliar with shadowrun, and having been a DM for the first time, was unable to come up with a way to balance my character against everyone else's, who had mostly mediocre characters. I had tried to make other characters, but with similar results by simply putting points into relevant skills and attributes, and picking qualities that would help them with their role in the run, but it seems to get very out of hand before I'm ever done with the character. I even went out of my way to purposely make a very average character, named John Doe, who has no cybernetics, no magic, no resonance, nothing. Just 3 in each attribute and 2 ranks in every skill group. I literally cannot any more bland than that without throwing all their points into seemingly useless skills like cooking and...ummm...I don't know, chemistry, first aid, and nautical mechanic so that he's drooling on himself in the middle of a firefight and ends up dying. But then what was the point of making the character if they're not gonna do anything? Ontop of that, even my John Doe was stronger than some of the incredibly thinly spread characters I've seen other people make online that, in some cases, never roll above a 4 on their primary skill. Through this, I have come to realize that I can't 'normal.' I simply don't have points in it.
Thus, I have included a 5e version of the brawler I made to give an idea of what kind of characters I made, and so I could ask, is he too strong? If so, what can I do about it without him dying for being too strong or too weak?

Name: Rocket
A: $450,000
B: troll (0)
C: 16 attribute points
D: 22/0 skill points
E: no magic or resonance

B:5/10 -> 9/10
A 1/5
R: 1/6 -> 5/6
S: 5/10 -> 10/10
W: 1/6
L: 1/5
I: 1/5 -> 4/5
C: 1/4
E 1/6

Positive qualities: Toughness 9 karma
Negative qualities: distinctive style 5 karma, uncouth 14 karma

Skills:
Unarmed 6 (+2 specialization boxing)
Pilot Aircraft 6
Running 5
Swimming 5

$450,000 + $20,000 (from 10 leftover karma)

Shock gloves (8Se, AP -5) $550
Armor Jacket (12 armor) $1,000 + helmet (2 armor) $100
Meta Link commlink $100
Skillwire rating 3 $60,000, 0.3 essence
Activesoft rating 6 (unarmed) x 3 $90,000
Aluminum bone lacing rating 2 (+2 body, armor, unarmed damage) $30,000, 1 essence
Dermal plating rating 3 (+3 armor) $9,000, 1.5 essence
Reaction enhancers rating 2 (+2 reaction) $26,000, 0.6 essence
Muscle augmentation rating 2 (+2 strength) $62,000, 0.4 essence

$191,250 essence 2.2 remaining

Rolls:
Unarmed attack: 27
1 reach, 6 unarmed skill, 2 specialization boxing, 18 activesoft
Unarmed damage: 22s -5 AP
10 strength, 8 shock gloves, aluminum bone lacing, 2 muscle augmentation
Dodge: 11
5 reaction, 4 intuition, 2 reaction enhancers
Soak: 33
1 reach, 1 natural dermal plating, 9 body, 1 toughness, 12 armor jacket, 2 helmet, 4 aluminum bone lacing (2 body, 2 armor), 3 dermal plating

I even wrote a bit of RP for him in that, he's an unintelligent troll (as his stats indicate) and when someone had said, "wow, he hits like a rocket" the name just kinda stuck. His name being one of the few things he learned - however he thinks "rock it" whenever they mention him. So when a situation turns from negotiation to hostile, he would turn towards another party member and go, "rock it?" and when they give the nod, his warcry would be, "I'm gonna rock it!" before he proceeds to punch every enemy he can reach.

He can pilot a plane because I figured he has reaction, and needs to get places, and even after that I still have plenty of room to improve with the extra money and essence. I thought about maybe trying to get another rating 3 skillwire system put in with more activesofts, but that would just make him even more dangerous.
So with this half-built character, I'm not sure how I can make him not broken other than, as I previously said, just spreading him so thin that he wouldn't roll above a 5 on unarmed like John Doe, but then he both wouldn't be Rocket and would simply die soon after from being unable to kill the random ganger that's shooting him while Rocket beats on him.


TL;DR Is this guy too strong? What can I do about it without making him useless?

Whiskeyjack

  • *
  • Prime Runner
  • *****
  • Posts: 3328
« Reply #1 on: <10-30-15/1347:24> »
Um well in no way do you get to run 3 identical activesofts for the same skill and stack the ratings to a total of 18, on top of already having the skill at 6, for starters.

WIL 1 = mage 1-rounds you with reckless casting double Stunbolt or worse, makes you kill your whole team with Control Thoughts, with you having no chance to break free.

Toughness is a bad, overpriced quality and Uncouth is a trap.
« Last Edit: <10-30-15/1349:27> by Whiskeyjack »
Playability > verisimilitude.

bdyer

  • *
  • Chummer
  • **
  • Posts: 196
« Reply #2 on: <10-30-15/1357:42> »
Sa e as guy above. You can't stack activesofts together nor with the base skill.  You should be rolling 9 dice on unarmed (+any reach modifiers)

While it's never called out, a standard houserule I've seen is that you cannot combine shock gloves with a standard punch dv

Please note that this char will be totally owned by any mage that targets your willpower

Reaction enchantcers don't add to dodge twice

Reach isn't factored into soak

Uncouth and 1 charisma on a troll tank seems like a way to kill yourself by insulting everyone you ever meet

falar

  • *
  • Omae
  • ***
  • Posts: 809
  • The Fourth Jesse
« Reply #3 on: <10-30-15/1537:07> »
Number one - you've dump statted way too much. You're going to get owned because of that. As a brawler, you need to max your agility to make sure you hit. 10 Strength is great and all, but if you whiff with every hit, it's worthless. Honestly, although this board differs with me a lot on this, I think you can only get away with one or two stats at 1. You're handicapping yourself too much otherwise.

Number two - you're only good for one range, and that's close quarters. Not only that, your move speed is laughable, so you'll have a hard time closing the gap. You'd be better off to invest in at least Throwing Weapons so you can do something while you're closing the gap. Also, consider getting implanted skates or skimmers (from Chrome Flesh).

Number three - your 'ware choices could use some work. Dermal Plating just isn't worth the essence. Skillwires with no Skilljack is not functional. Reaction Enhancers are probably better off investing in Wired Reflexes or Synaptic Boosters. You probably also want a SmartLink if you pick up a gun. Muscle Toner > Muscle Augmentation, just because actually hitting is better than investing in superb damage.

Number four - I'd recommend swapping unarmed for something else unless you pick up Cyber Spurs. The good stuff that weapons give you is just too awesome to dump. I recommend a Combat Axe for your character - or, if you want to stay tanky, a one-handed sword and a riot shield.

Achsin

  • *
  • Guest
« Reply #4 on: <10-30-15/1616:29> »
His focus is melee but he have no way to reliably close to melee range.

He has at most 1 die for sneaking up on someone, that's only if he spends his single point of edge though, so that route is likely out.
His walking rate is 2 meters per combat turn and run is 8 meters, sprinting will get him up to around 13-14 meters, but that still isn't great as anyone with 4+ agility can easily outrun him - without sprinting since they run at 16 meters/turn - and keep going long after his minuscule stun track is full from fatigue.
Worse than no social ability, he has negative social skills. At this point the Uncouth quality is pretty much free karma since you can't really default with charisma 1. There's no way that he is going to be able to schmooze his way into melee range.

Even with his high soak pool (32 dice ~11 reliable hits) he isn't likely to cause any real damage (or get close enough to) before he gets knocked out, even if it takes a while. He's big, menacing, and lumbering his way towards the opposition making him a prime target for maximum dakka. His 11 dodge pool will dwindle fairly quickly against the likely focused automatic fire the opposition will send his way, and enough hits will eventually wear him down.

If he does manage to get up next to someone, his 9 dice to hit (11 if he's just trying to shock someone) has about a 50/50 chance of connecting with an average human (3 reaction, 3 intuition, 3 will) who goes on full defense, which I would do if a lumbering Troll came at me like that and I couldn't get out of dodge. Against most dedicated combatants the chances drop pretty quickly.

Added to that, there's a better than even chance that anytime the drek hits the fan he's going to freak out (fail his composure [charisma + willpower] test) and he's going to have a hard time remembering how to tie his shoes (memory [logic + willpower] test).

I literally cannot any more bland than that without throwing all their points into seemingly useless skills like cooking and...ummm...I don't know, chemistry, first aid, and nautical mechanic

Chemistry, while niche can be extremely useful. You never know when you need some explosives now to get out of a bad spot (or into one). Good first aid can be amazing, most characters can take 2 maybe decent 3 hits before they go down, being able to keep them patched up or prevent them from dying can make or break a run. Nautical mechanic is also niche, but can become very important if the setting is right.

bdyer

  • *
  • Chummer
  • **
  • Posts: 196
« Reply #5 on: <10-30-15/1637:37> »
Oh and one note here:  D & D is normally running toward some goal and killing everything that gets in your path.  Yes stealth and other skills are in D & D but as long as you are awesome at combat everything else is secondary.

Shadowrun , in general, is a game where if combat does does happen it means something went wrong.  The perfect run is where you never get into combat.  Re-distribute some points to do something else besides combat.  I made a troll adept face one time that had awesome melee and really good con skills.  It wasn't anywhere near a pornomancer but it allowed me to avoid quite a few fights.  Melee builds usually tend toward inflitration as their non-combat since they synergize well but you could easily be a hacker that loves to punch people and steal their cyberdecks

Whiskeyjack

  • *
  • Prime Runner
  • *****
  • Posts: 3328
« Reply #6 on: <10-30-15/1720:22> »
Shadowrun , in general, is a game where if combat does does happen it means something went wrong.  The perfect run is where you never get into combat. 
This is a great meme, but I don't find it accurate (the GM will throw combat at you) and it's boring as hell in practice for, y'know, the people who build for combat.
Playability > verisimilitude.

Reaver

  • *
  • Prime Runner
  • *****
  • Posts: 6424
  • 60% alcohol 40% asshole...
« Reply #7 on: <10-30-15/1759:59> »
One word for you:

"BORKED"

As others have said, you have too many dump stats, not enough diversity of skills. You have taken 'liberal' readings of some 'ware.

For all intents and purposes you are the "Drooling potato in the corner" for everything not related to melee combat, and you don't even do that very well as your chances to actually hit or to close to melee range are VERY subpar.


There is a reason for the expression "Don't bring a knife to a gun fight"..... as a melee specialist, you have an uphill battle to prove that maxim wrong... and you fail at it. (No steath to get close, no speed to get close, no stun track to absorb the incoming fire that you WILL take as you can't dodge worth a damn).

Your total lack of social skills coupled with uncouth begs the question "How DO you get jobs?" As litterally every time you open your mouth, you're insulting someone. (For that matter, How DID you find people who put up with you long enough to form a team???) <you default to CHA(1) -1, -2 (uncouth) =-2!! For every social test!!>
There are some melee builds on this forums, I recomend you read them to get an idea of what and where to go with such a build.
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

Marcus

  • *
  • Prime Runner
  • *****
  • Posts: 2802
  • Success always demands a greater effort.
« Reply #8 on: <10-30-15/1825:30> »
Shadowrun , in general, is a game where if combat does does happen it means something went wrong.  The perfect run is where you never get into combat. 
This is a great meme, but I don't find it accurate (the GM will throw combat at you) and it's boring as hell in practice for, y'know, the people who build for combat.
I have completed that run, and it's fun exactly once, after that it's pretty boring. Things need to go wrong, complications are necessary, that's how the drama happens!

Oh as to the rest, Reaver's got it right. Keep trying, Shadowrun is a great game for optimization but concepts need some style, or atleast  some tricks. Yes you can get unarmed up to crazy level, but ya can't do it like you tried here.  There are many good builds in this forum take look. It should always be about having fun when playing the character.
 
« Last Edit: <10-30-15/1835:13> by Marcus »
*Play-by-Post color guide*
Thinking
com
speaking

ZeldaBravo

  • *
  • Ace Runner
  • ****
  • Posts: 1067
« Reply #9 on: <10-30-15/1835:26> »
the GM will throw combat at you
This.

@OP:
Imagine three men that can run at 10 mph speed each. If you tie these men to each other they will not have a combined speed of 30 mph. But that's, literally, what you did with your activesofts.
Also, you should never, ever dump Agility and Willpower for a combatant. You cannot do damage if you cannot reach your target, cannot HIT your target, or are unconscious.
Now to the important stuff.
How to fix it:
Get Attributes B, Resources C,  and Meta A.
Get Bod 7, Agi 5 (or 4), Rea 4 (or 3), Str 8 (or 10), Wil 5, Int 4, Edge 6.
Get unarmed, thrown weapons, sneaking at 6, perception at 4.
Get alluminium bone lacing or used titanium BL, used muscle toner 3, a datajack, striking -something, don't remember- ×2, used reaction enhancers 3, and a smartlink.
Get a lot of armor.
Get smartlinked throwing knifes and grenades.
Get Jazz.
Done.
« Last Edit: <10-30-15/1837:19> by ZeldaBravo »
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Whiskeyjack

  • *
  • Prime Runner
  • *****
  • Posts: 3328
« Reply #10 on: <10-30-15/1911:59> »
Striking Callus.
Playability > verisimilitude.

Yoherz

  • *
  • Newb
  • *
  • Posts: 3
« Reply #11 on: <10-30-15/2019:07> »
Um well in no way do you get to run 3 identical activesofts for the same skill and stack the ratings to a total of 18, on top of already having the skill at 6, for starters.

It says in the skillwire system explanation it says it can aid skills, so I believe that's where I misunderstood.
That does make things quite a bit more reasonable. Though, could I have multiple skillwire systems implanted, or is it limited to one per person? Because I was always under the assumption that it was just extra neural clusters, hence why my original idea seemed mildly logical.

WIL 1 = mage 1-rounds you with reckless casting double Stunbolt or worse, makes you kill your whole team with Control Thoughts, with you having no chance to break free.

Wouldn't I be able to soak the stun? Obviously, I'd be using my will instead of body, but I don't see why my armor wouldn't apply. So I'd be down to soaking 22 instead of 32. Doesn't seem that bad to me.
As far as mind control, I can see that. Though, hopefully in the same turn that happened, one of my teammates, especially if they were also a mage, would do something about it.

Toughness is a bad, overpriced quality and Uncouth is a trap.

Toughness was really just the only thing I could find that would fit with the character. Thought about ambidexterous, but meh.

While it's never called out, a standard houserule I've seen is that you cannot combine shock gloves with a standard punch dv

That doesn't make sense, though. By that same logic, I could take the gloves off and do an additional 2 damage. That, or I could get the normal knuckles, and again do more.
Plus, with that rule, even for someone with 1 strength, they'd be doing 8s as opposed to the person with 7 strength and a pair of normal knuckles doing the same thing with less AP.

Reaction enchantcers don't add to dodge twice

In that list I had put the base stat reaction, then the rating 2 enhancers. Was just trying to show what came from each source.

Reach isn't factored into soak

My bad. Only in melee combat, yes?

Uncouth and 1 charisma on a troll tank seems like a way to kill yourself by insulting everyone you ever meet

Hence why I gave him two words. "Rock it." Nothing else. Something akin to Groot.

Number one - you've dump statted way too much. You're going to get owned because of that. As a brawler, you need to max your agility to make sure you hit. 10 Strength is great and all, but if you whiff with every hit, it's worthless. Honestly, although this board differs with me a lot on this, I think you can only get away with one or two stats at 1. You're handicapping yourself too much otherwise.

I had his agi at 4 before I posted it, but I had thought the activesofts would make up for the difference.

Number two - you're only good for one range, and that's close quarters. Not only that, your move speed is laughable, so you'll have a hard time closing the gap. You'd be better off to invest in at least Throwing Weapons so you can do something while you're closing the gap. Also, consider getting implanted skates or skimmers (from Chrome Flesh).

I had points in running to close the distance, and figured there would be very rarely a situation where cover isn't an option. Especially in a firefight-esque combat.
Now, against, say, a helicopter, absolutely. However, one does not simply melee a helicopter. But in this case, I would be hopeful that someone else on the team brought a gun since they're so commonplace. Unless everyone made a copy of my character. In which case, we're fucked.
Also the core book is the only one we have to reference, so I wasn't gonna grab anything that wasn't in there, since that's usually how our DMs do it.

Number three - your 'ware choices could use some work. Dermal Plating just isn't worth the essence. Skillwires with no Skilljack is not functional. Reaction Enhancers are probably better off investing in Wired Reflexes or Synaptic Boosters. You probably also want a SmartLink if you pick up a gun. Muscle Toner > Muscle Augmentation, just because actually hitting is better than investing in superb damage.

A lot of the 'ware I picked was just things I felt suited him. Obviously, more armor is a good thing for someone looking to survive, and for me to get in close, I figured I'd need it. I also ran out of choices that, again, suited him. Hence why I still have leftover money and essence.
The skilljack was a minor oversight. Like I said, this was a rough conversation from a 4e character.
Wired reflexes no longer give the extra initiative passes, though. They're just more heavily essence costing reaction boosters. The only real upside to them is that they stack. The synaptic boosters I can see. I might get them since the skillwires don't work the way I thought.
I probably will get toner, since again, the activesofts don't cover me hitting like I thought.

Number four - I'd recommend swapping unarmed for something else unless you pick up Cyber Spurs. The good stuff that weapons give you is just too awesome to dump. I recommend a Combat Axe for your character - or, if you want to stay tanky, a one-handed sword and a riot shield.

Cyber Spurs? Like I said earlier, we only have core book, and our DMs try to stick to it.
I was going for an unarmed character, so that even if he were to get captured, disarmed, etc, he would still be capable. Also the, again, too dumb to use anything else both for lack of vocabulary and stats.
I did wanna grab a shield, but I wasn't sure if it would interfere with unarmed or not. I know some DMs that say it does in some games, so I was gonna avoid it to be sure.

His focus is melee but he have no way to reliably close to melee range.

He has at most 1 die for sneaking up on someone, that's only if he spends his single point of edge though, so that route is likely out.
His walking rate is 2 meters per combat turn and run is 8 meters, sprinting will get him up to around 13-14 meters, but that still isn't great as anyone with 4+ agility can easily outrun him - without sprinting since they run at 16 meters/turn - and keep going long after his minuscule stun track is full from fatigue.
Worse than no social ability, he has negative social skills. At this point the Uncouth quality is pretty much free karma since you can't really default with charisma 1. There's no way that he is going to be able to schmooze his way into melee range.

As far as sneaking goes, I was planning on leaving that up to the covert ops specialist, rather than sending the troll in, as logic dictates.
There's one specific person that loves playing a face in all of our games, and although I can see your point, most of what I had assumed was that I would be there during negotiation as the silent insurance or that - in the situation where he had to take action - there would be enemies with their guns out. Even if I have to move from cover to cover to get to them, I would still be able to do it. To chase them is the covert ops or sniper's job, imo.
And I do agree on the free charisma.
I did plan to soak anything that would try to prevent him from getting closer, short of a missle. But even if I never make it to the enemy because for whatever reason the dice dieties have decided we have 5 snipers on the team, then I was still a useful tank.

Even with his high soak pool (32 dice ~11 reliable hits) he isn't likely to cause any real damage (or get close enough to) before he gets knocked out, even if it takes a while. He's big, menacing, and lumbering his way towards the opposition making him a prime target for maximum dakka. His 11 dodge pool will dwindle fairly quickly against the likely focused automatic fire the opposition will send his way, and enough hits will eventually wear him down.

In a situation where there's no cover, many people opening with automatic fire at me, and no way for me to escape, is a situation we should have been far away from to begin with.
However, I still presume that I have party members, and at least one of them can shoot. Or fwoosh. Or take someone out with biofeedback.
The only scenario that comes to mind for such a situation would be literally walking up to the front door of a corporation and trying to kick it down to go say "hi" to the owner.

(Post is too long, gotta break it into multiple.)

Yoherz

  • *
  • Newb
  • *
  • Posts: 3
« Reply #12 on: <10-30-15/2020:38> »
(Replies, continued.)

If he does manage to get up next to someone, his 9 dice to hit (11 if he's just trying to shock someone) has about a 50/50 chance of connecting with an average human (3 reaction, 3 intuition, 3 will) who goes on full defense, which I would do if a lumbering Troll came at me like that and I couldn't get out of dodge. Against most dedicated combatants the chances drop pretty quickly.

Like I mentioned elsewhere, I was hoping for the activesofts to do the work, but they didn't.
However even with a 4 or 5 in agility, that would still mean that my natural maximum would be 13 or 14. Using your previous example, a 4 in each of those, slightly above average, would still suffice. Without cyberware, how is anyone supposed to hit anyone, in that case? The max for full defense would be an 18 (6 reaction, 6 intuition, 6 will) for a human, so opposed to anyone rolling an attack of 14 (6 agi, 6 [skill], 2 specialization), then they would still be at quite a disadvantage. With the troll's max of 13 (5 agi, 6 unarmed, 2 specialization) it would be a reach to hit most things, even with a gun, by that logic.

Added to that, there's a better than even chance that anytime the drek hits the fan he's going to freak out (fail his composure [charisma + willpower] test) and he's going to have a hard time remembering how to tie his shoes (memory [logic + willpower] test).

Was planning to use that as a berserk, of sorts. lol.

I literally cannot any more bland than that without throwing all their points into seemingly useless skills like cooking and...ummm...I don't know, chemistry, first aid, and nautical mechanic

Chemistry, while niche can be extremely useful. You never know when you need some explosives now to get out of a bad spot (or into one). Good first aid can be amazing, most characters can take 2 maybe decent 3 hits before they go down, being able to keep them patched up or prevent them from dying can make or break a run. Nautical mechanic is also niche, but can become very important if the setting is right.

I said seemingly for a reason. :p

Oh and one note here:  D & D is normally running toward some goal and killing everything that gets in your path.  Yes stealth and other skills are in D & D but as long as you are awesome at combat everything else is secondary.

To a degree, yeah.
As I said, I had made a hacker originally so I could use biofeedback to knock people out, hack their commlinks or tap their data lines to make sure the information we're getting is legit, save the covert ops a trip somewhere, or at the very least hack some cameras to scout ahead. Things like that.
This one was very, very, much more a joke character I had made to try and amuse everyone since our DM was getting rather upset with the hacker. I had planned to use Rocket to keep the mood light and enjoyable, more as a joke, than anything else, since I told the DM that I didn't mind if my hacker died from having too large a dicepool.

Shadowrun , in general, is a game where if combat does does happen it means something went wrong.  The perfect run is where you never get into combat.  Re-distribute some points to do something else besides combat.  I made a troll adept face one time that had awesome melee and really good con skills.  It wasn't anywhere near a pornomancer but it allowed me to avoid quite a few fights.  Melee builds usually tend toward inflitration as their non-combat since they synergize well but you could easily be a hacker that loves to punch people and steal their cyberdecks

I do like the hilarity of the idea, however when we went into this game, we had the preconceived notion that everyone only had enough points to reliably do one thing. This, however, is not the case, but this is again the notion that I had begun with, since we usually all grabbed one thing when we started the game.
Especially considering the sample characters all really only did one thing or another, gave us the completely wrong impression.

Shadowrun , in general, is a game where if combat does does happen it means something went wrong.  The perfect run is where you never get into combat. 
This is a great meme, but I don't find it accurate (the GM will throw combat at you) and it's boring as hell in practice for, y'know, the people who build for combat.

To quote an L5R admin: "Don't worry for all you crab that build heavily into combat. We completely understand the truth of the phrase, 'When all you have is a hammer, all your problems start looking like nails.'"
All crab do in L5R is fight monsters. All day. Every day. Literally.

One word for you:

"BORKED"

As others have said, you have too many dump stats, not enough diversity of skills. You have taken 'liberal' readings of some 'ware.

Generally in our group, we had found that each one of us taking one role worked well, so that's what we approached the game with. I have since then learned that most shadowrunners do not work this way.
However the 'liberal' readings were merely mistakes. It was a large reason I actually posted this, to ask questions about them. Especially skillwires.

For all intents and purposes you are the "Drooling potato in the corner" for everything not related to melee combat, and you don't even do that very well as your chances to actually hit or to close to melee range are VERY subpar.

As I mentioned before, I had expected to skillwires to aid my attacks, so without those, yes. However, even with 5 agi, 13 seems low to hit. Even with muscle toner, it'd still only be a 15 as opposed to, as a previous poster mentioned, a probable 9 or possible 18 in full defense.

There is a reason for the expression "Don't bring a knife to a gun fight"..... as a melee specialist, you have an uphill battle to prove that maxim wrong... and you fail at it. (No steath to get close, no speed to get close, no stun track to absorb the incoming fire that you WILL take as you can't dodge worth a damn).

Stealth is an option for the stealth specialist, not the giant troll with uncouth.
The lack of speed was presuming either negotiations or cover, since there is rarely not cover in any given situation.
My will is low, yes, but my dodge is maxed for my race. I don't know where you're getting the idea its low because mine is at 11 when the normal max is 12. With reaction enhancers on a human it'd be 14, but I'm just a hop, skip, and a jump away, aside from the main aspect was soaking the attacks to nothing.
You seem to have the completely wrong idea of what I was trying to do with this character.

Your total lack of social skills coupled with uncouth begs the question "How DO you get jobs?" As litterally every time you open your mouth, you're insulting someone. (For that matter, How DID you find people who put up with you long enough to form a team???) <you default to CHA(1) -1, -2 (uncouth) =-2!! For every social test!!>
There are some melee builds on this forums, I recomend you read them to get an idea of what and where to go with such a build.

By either not talking while the face speaks to the fixer/Johnson, or asking a question with the two words he knows. "Rock it."
Though, as far as a traditional melee shadowrun build, I made an assassin with a ton of blending, disguise, infiltration, blades, and (again this is 4e) the ability to attack 3 times before the enemy noticed me, made for a very boring character. "I sneak in. I rolled high enough. I find the target. I stab him several times. I leave." That was about it. Effective, but very boring. I was leaning far towards a significantly more fun character this go around.

Shadowrun , in general, is a game where if combat does does happen it means something went wrong.  The perfect run is where you never get into combat. 
This is a great meme, but I don't find it accurate (the GM will throw combat at you) and it's boring as hell in practice for, y'know, the people who build for combat.
I have completed that run, and it's fun exactly once, after that it's pretty boring. Things need to go wrong, complications are necessary, that's how the drama happens!

Oh as to the rest, Reaver's got it right. Keep trying, Shadowrun is a great game for optimization but concepts need some style, or atleast  some tricks. Yes you can get unarmed up to crazy level, but ya can't do it like you tried here.  There are many good builds in this forum take look. It should always be about having fun when playing the character.
 

I did it with adept in 4e, this was simply a rough translation from that. It did tell me about the skillwires that I had misread though. I did manage to get a +22 to unarmed from adept on there, but it was different in 5e, so I attempted to translate it with cybernetics.
And this character was certainly meant to be a fun one.

the GM will throw combat at you
This.

@OP:
Imagine three men that can run at 10 mph speed each. If you tie these men to each other they will not have a combined speed of 30 mph. But that's, literally, what you did with your activesofts.

That makes a lot more sense.....

Also, you should never, ever dump Agility and Willpower for a combatant. You cannot do damage if you cannot reach your target, cannot HIT your target, or are unconscious.
Now to the important stuff.
How to fix it:
Get Attributes B, Resources C,  and Meta A.
Get Bod 7, Agi 5 (or 4), Rea 4 (or 3), Str 8 (or 10), Wil 5, Int 4, Edge 6.
Get unarmed, thrown weapons, sneaking at 6, perception at 4.
Get alluminium bone lacing or used titanium BL, used muscle toner 3, a datajack, striking -something, don't remember- ×2, used reaction enhancers 3, and a smartlink.
Get a lot of armor.
Get smartlinked throwing knifes and grenades.
Get Jazz.
Done.

I had been planning to replace the negative from agility to my attack with the activesoft since I had misread it, however, obviously I'll need agi. I'll likely repost the character once I finish modifying it and the others.
I didn't really want 6 edge, although I completely see why you would say that. Though, like I said in a different reply, the character was meant more for a joke. I didn't expect him to last more than a few sessions, hence why he has no charisma, stealth, perception, or ranged option.
I'm assuming Striking Callus is in a book other than core?
Don't I already have a lot of armor?
Didn't know you could smartlink throwing knives...
Always more jazz.

bdyer

  • *
  • Chummer
  • **
  • Posts: 196
« Reply #13 on: <10-30-15/2029:55> »
To answer the mage question, mana spells that target willpower completely ignore armor.

Also armor has no effect on mental manipulation, illusion spells, debuff spells, fear powers, etc

Whiskeyjack

  • *
  • Prime Runner
  • *****
  • Posts: 3328
« Reply #14 on: <10-30-15/2033:34> »
Wouldn't I be able to soak the stun? Obviously, I'd be using my will instead of body, but I don't see why my armor wouldn't apply. So I'd be down to soaking 22 instead of 32. Doesn't seem that bad to me.
As far as mind control, I can see that. Though, hopefully in the same turn that happened, one of my teammates, especially if they were also a mage, would do something about it.
You should probably read the magic rules.

All crab do in L5R is fight monsters. All day. Every day. Literally.
I'm very familiar with L5R. In my opinion, this is an incredibly reductive view of the Crab.
Playability > verisimilitude.