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Sword and Fist: A Small, Biased Guide to Murdering Sans-Gunpowder

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ProfessorCirno

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« on: <10-31-15/0210:25> »
Welcome to Cirno's School For Runners Who Can't Punch Good and Want to Kill With Other Stuff Good Too.

Today we're going to be BRIEFLY discussing how to kill baddies through the power of your swole.  Well, more to the point, we're gonna be looking at melee options and melee characters in general.  We'll also somewhat briefly go over non-gun ranged options, as they really do fall into the same category.  This covers a pretty wide gamut, so join me as I go through the various ways to put that "samurai" into "sweet samurai," and maybe add a little phys to your adept.  I'll also once again press that this is going to be somewhat brief - I'm not examining every bit of 'ware, just the basics.  First, let's talk about what you're MOSTLY getting in a melee character.

  • Easy to Carry
All forms of melee combat offer something small and easily hidden.  There's no gunpowder to worry about with chemical sensors, nothing you have to keep disassembled because it's big time forbidden, there's a lot of easy ways to sneak stuff past sensors, etc, etc.  Worst case scenario you can probably grab a melee weapon (or just use your FISTS) somewhere in the operation zone.  Melee isn't a bad choice for assassins because it's very difficult to NOT be armed.
  • Highly Mobile
Melee characters are going to want to be running literally all the time.  With their desire to have high strength connected with that, melee characters share a huge overlap with your "parkour" style character - your urban travel specialist.  You can't always escape via car, and sometimes it's best to pass the goods to a courier while everyone else goes to ground.
  • Big Guy, Move That Thing!
Sometimes high strength is its own reward.  Sometimes you just need someone with tree trunk sized muscles to, well, muscle a thing.
  • (Adepts Only) Lmao Magic Threats
Absolutely nothing will put down magical threats faster or easier then a melee adept.  Absolutely nothing.  Spirits, vampires, awakened critters - the number of defenses that killer fists or weapon foci slice through is close to the whole list of actual defenses.
  • Melee Beats Guns (In Melee)
Ranged attacks get a lot of penalties when someone is in your face - and melee gets a lot of bonuses AGAINST ranged attacks when it's in someone's face.  Once you hit point blank, it's significantly harder to out-fight someone with a knife.  This is why a decent number of people take Ambidextrous specifically to go knife+pistol.
  • Stylish
Let's face it - there's a style to melee.  Generic shooting games have become just the biggest possible cliche, so going full RULES OF NATURE has a real distinct flavor to it.  In a veritable sea of stock grunting rifle guys, being someone who actually literally pounds the life out of an enemy is gonna stand out.  And frankly, if you aren't playing to be cool, what ARE you doing?  Style IS substance, man!
  • You Actually Can Do Awesome Damage
At 10 strength  - which is for trolls and ork sammies - a claymore will do 15P damage.  That's anti-material rifle damage.  That's almost assault cannon damage.  At 8 strength (or 7 + critical strike) which is human adepts and just about any ork, the humble katana does 13P, and even the tiny little ol' knife does 11P.  You're gonna be real good at murdering people.

So let's look first at our killing options, then how we do it.

Blades
Something of a classic option for the steel-muscled samurai.  I mean, he's even called a samurai!  There's a few options here that greatly outshine most of the competition.  There are a number of options on how you kill people with bladed weapons, to boot!
Claymore - expensive, impossible to get in chargen, and huge, the claymore is the best melee weapon to use when actually just murdering all kinds of people.  It has it's downsides - you'll never be able to hide it and you can't start with it - but it's hard not to want it at least a little if you're going for close combat.  A good upgrade for non-subtle warriors who start with the axe.
Combat Axe - The shotgun of melee weapon, the combat axe has atrocious accuracy and is pretty darn hard to hid on your person, but high damage, high reach, and high armor piercing.  Fantastic for the troll of your group, the combat axe is an unsubtle death tool.  You'll want to upgrade to a claymore eventually though.
Katana - Ahh, the classics.  Sure, it ain't the 80's anymore, and we don't need to Turn Up the Radio, but some things don't go out of style.  I'm sure someone reading this is getting ready to type an essay even bigger then this worthless post on how they AREN'T THAT SPECIAL and FURTHERMORE WESTERN SWORDS - bro, save it.  Shadowrun always has been and always will be at least a little anime.  Mechanically, katanas are good well rounders; they do good damage, have decent AC, and amazing accuracy.  The book says they're two handed weapons; most GMs won't really care if you go one handed, but if they do, and using it one handed is important, then the monosword is basically a katana with a bit less accuracy, and a vibrosword is a loud katana with a bit more damage.
 Knife - Good ol' reliable.  The knife is your ace in the sleeve; always easy to hide somewhere, often overlooked, and frankly timeless.  There's never a reason to go with the vanilla flavor; the survival knife is a good subtle killing tool, the memory blade is for real tricky infiltrating, and sapphire knife is for style points and for never having to worry about a scanner ever again.
Tomahawk - A character theme I've wanted to go with for awhile!  Adepts work well here for missile mastery.  This is more a throwing character that can also melee.  Tomahawks have the best throwing damage and not super shabby melee damage either.  If your GM is nice, they'll allow missile mastery to work on tomahawks even when fighting face to face, too.

Blunt
In SR4, blunt weapons were fantastic because shock sticks were strong and didn't require high strength to do their damage.  In SR5 they still kinda do that, but a max damage of 9 isn't that great, and it is significantly easier (and a no brainer) to defend against shock attacks.  Also, I personally find clubs to be sorta boring.  So, they suffer.  The only real option, either way, is to go with one of the shock-sticks.  Bunt weapons otherwise offer no upgrade over blades due to having the same damage, but no armor piercing.

Unarmed
Sadly, unarmed isn't doing as hot.  It does far better if you allow for 'ware (and has a few niche branches of it's own there), but for all you kung-fu adepts out there, this just isn't all that supported.  The other issue with unarmed is how stacking works.  If you go spur, do you add the reach from punch calluses?  Probably not?  If you go with razornails and you have level 4 BONES, do you use bone damage with fingernail armor piercing?  The easiest hypothetical answer is "bioware mixes with itself, cyberware doesn't."  Either way, there's four major methods of punch.
Cyberweapons - Cyberweapons unsurprisingly are the big choice for people who already have cyber limbs.  The two biggest ways to do this are either keeping a spur in your cyberarm when you go for a mixed guns+melee build, or going for a taekwando expert.  I mean, you'll still probably want bones.
Dem Bones - Wrapping your bones in stuff - or just getting REAL GOOD BONES - likewise increases your punch.  While you don't get the minor armor piercing that spurs get, the bigger benefit is that you probably already wanted to get the bones augment in the first place.  I mean, you can still get a spur on top of it, it just won't add a whole lot, but it might also be super sick and stylish so go for it.
Killing Hands - Nope.  Sorry adepts.  You kinda suck at this.  The only way to add damage to your punch outside of critical strike (which is just +1 DV) is having a very specific mentor spirit that might not even fit your character.  Elemental punch is an absolutely terrible trap choice.  Get some 'ware.
Shock Punch - If you add strength damage to this, it's a no-brainer.  That's not what the rules say though, so shock-punch isn't a good option for someone to specialize in.  This is for people who put one point into unarmed in chargen "just in case."

Exotic
In truth, there are only two things to look at here, and this is where this post becomes REAL biased.  I will note now: if you want to be a non-strength heavy melee combatant, these are really your only two options.
Monowhip - I think monowhips are dumb.  From a purely practical viewpoint they are the best option every single time.  There is no non-gun option that is better then a monowhip.  The only downside it has - "oh no critical glitch" - is absorbed by just being good at using the monowhip in the first place, and thus doesn't even really exist.  But I think it's dumb, and I think the concept and aesthetics are stupid, and having one clarified easily "the best" option is boring, so bleh.  Screw the monowhip.
Chainsaw - Oh hell yes.  Chainsaws are awesome.  I mean sure, they'll NEVER fit in a game that isn't loud to the max, but sometimes you just really wanna chainsaw a dude.  Chainsaws get another special mention - you can stick it on your gun Gears style and it actually isn't a terrible idea!  See, this gives you a non-strength required melee weapon attached to your weapon, allowing you to wield both a strong gun and a melee weapon without requiring Ambidextrous, and having a melee option is good for reasons already listed.

So now that we've looked at what we're using to kill people with, who's doing the actual killing?  A quick look at metahumanity.

Humans
Humans have a major problem: their max strength is 6, except MOST melee characters will max out agility, meaning their max strength in chargen is 5.  Without augmentation, their general damage output is going to be between 6 and 8.  That's just not enough.  At this point, a character would be hard pressed to think of a reason not to use a gun, when even a pistol will be doing equal if not more damage.  The upside to humans is a big one: Priority E.  Humans are bar none the best for making a ware/adept hybrid, and maybe even the only race that can actually do it period.  Humans are also probably the best if you just want to sprinkle a bit of melee onto an otherwise ranged character.  Really, the less focused you are on melee (while still having it as an option), the better humans look due to their ability to make use of their priorities.  Priority E even starts with Edge 3 - not a bad way to go at all.
Elves
I know elven samurai are probably classic, but...they suck at melee.  Sorry.  They have the same major downside humans have without the upside.  Now, if you wanted to go a non-strength monowhip (bleh) or chainsaw (YEAH!) build, elves would be much better at those, but those are both fairly niche for the purposes of this look.  Stick to your guns and shaman, elves - you're way, way better at them.
Dwarves
I have literally never cared about dwarves in Shadowrun.
Orks
Orks are sorta the designated "cyber samurai" of metahumanity, and it shows.  Mix up attributes and resources at A and B and you'll have an exception close range fighter, if somewhat one note with the lack of skills.  That isn't to say they're bad adepts - in fact, orks are probably the best adepts, too.  I'm gonna just go out on a limb and say orks are fantastic at fighting in melee regardless of how you do it - at least, on the assumption you wanna do at least a little more then murder.  Whenever you make a melee character, you should always pause and ask "but can it be an ork?"
Trolls
Trolls are natural tanks, and they can be short ranged tanks with ease.  The primary issue of trolls is what you give up.  Stuck at priority A or B, with the other likely going to attributes, also go Troll A because you gain so much more doing so, doesn't leave a lot of space.  Furthermore, because of their high caps, trolls are actually rather terrible when it comes to cyberlimbs.  A troll is going to be the absolute best at murderdeathkill face-to-face, but at the cost of being pretty rubbish in literally everything else.  The good thing about trolls is that they have a lot of space to grow.  Trolls are naturally tall characters - not literally, but, well, also literally I guess.  I mean more that trolls mechanically are pushed towards having a few very tall peaks of specialization, and very little small stuff.

Ok, so we know what we're killing with and who we are - but HOW are we killing?  There's three overall options here.  Adepts, sammies...and the ever elusive hybrid.

Adept
If you've read everything so far, you know that melee adepts are bar none the best at killing magical threats.  The downside is, they're going to fall behind in total overall damage to sammies and their cheap attribute boosters.  An adept typically has only one way to raise damage - critical strike - and while +1DV isn't bad, it's not much to muscle aug's +3.  Accuracy (as in, ability to hit, not the stat) is more balanced out; the sammy gets between +3 and +4 (muscle toner + possible reflex recorder) while the sammy gets +3 from Increased Skill, and potentially +2-ish more from Agility Boost.  However, Agility Boost has it's own share of problems; it ruins your custom fit suits, and more importantly, costs an action.  Which in turn can be fixed with rapid draw.  Point is, when it comes to using a weapon, adepts and sammies are probably about even.  Sadly, as was mentioned above, when you're NOT using a weapon, that stops being true fast.  A sammie is going to be adding on average +6 to their punch DV; +3 from muscle aug, +3 from their unarmored punch attack of choice.  Adepts on the other hand can only really add +3, and that's only if they take a specific mentor spirit.  So, sorry adepts - stick to the swords.  The biggest advantage adepts have is initiative; starting off with +3+3d6 is a huge benefit.  If people on these forums tell you to take only two points then get a ki foci for the rest, ignore them.  Ki foci have a much more important place: your versatility.  There are a lot of adept powers you don't need on 24/7, and these make PERFECT ki foci, so stick to those.  Elemental attacks are a massive trap; you only get one, it costs an action, and it doesn't actually increase your damage.  Adepts make great dodge monkies too; melee characters will already likely have higher defense rolls due to countless modifiers, and nobody cam stack more defense rolls then adepts can.  Note that adepts will need to do some harsh prioritizing in chargen on where their money is; expect to save up your nuyen early on to buy more and better SINs and other vague necessities.  Weapon Focus is invaluable; not for the +attack dice, but for it's ability to slice through any sort of supernatural defense like butter.  Just wave it around vaguely when a vampire turns to mist to kill it!

Sammies
Sammies are going to be more in depth due to their wider variety of 'ware.  Broadly speaking any sammy worth their salt wants to capitalize on their big advantage: (relatively) cheap, easy attribute augs.  Namely, muscle toner and muscle augmentation.  Cyberlimbs are a possibility but something of a trap; they mechanically encourage dumping your stats...except you need high agility (and probably strength) in your LEGS if you ever want to REACH the bad guys.  This means cyberlimbed sammies are going to sorta want to fall into three categories; those that only get cyberlimbs and go full taekwando, those that take a mixed gun+melee approach and only use melee when baddies come to THEM, and full cyberlimb everything psychos that are actual tanks in human disguise.  Accept you won't be beating adepts at initiative, and note that, while adepts are better at dodging, you're better at absorbing.  New skin, new bones, and cyberlimbs if you go that route can all add to your armor.  Adepts flip around and slice bullets like anime ninjas; you just take shots to the chest and keep going Doomguy style.

Hybrids
Combining 'ware and adepts ain't easy.  But it's doable.  But it ain't easy.  For a long time, the primary method was to simply be an adept then buy some 'ware.  This had downsides of course - magic is harder and more expensive to earn back the higher it is when you lose it.  The second way is to just not really be all that magical in the first place; this is where I personally put a lot of Edge heavy builds.  Unfortunately, that also has a downside; melee is, sadly, a bit of a specialist build.  Having only a little magic and a little 'ware means you'll only have a little bit of an advantage, which usually won't beat out full adept or 'ware builds until you get enough karma to make up for it.  But now there's another way.  Enter the prototype transhuman.  This quality gives you one free point of ESS to spend in chargen!  The downside is of course that you have to SPEND it in chargen.  The actual downside to the quality is negligible compared to this - it means you need both high enough resources to buy your 'ware and high enough magic for it to be worthwhile.  This is why I noted humans are the best, if not maybe ONLY options for transhuman hybrids.  Only with Human E will you really have the priority spaces or points to make it possible.  The big thing you want is muscle aug - doing this allows you to have the best of both worlds, so to speak.  Non-ork/troll adepts should pay rrreeeeeaaaaal close attention to this.

And that's kinda it

Hope you enjoyed the probably garbage post.  I won't pretend to be any sort of expert in Shadowrun; this is just mostly a collection of things I've noticed as someone who really likes dumb melee characters.  Feel free to pick things apart below and tell me how dumb and stupid this post was and how useless all my thoughts have been!  Unless you're going to try to talk up monowhips.  Ugh.  Don't even.  Monowhips.  Bleh.

ProfessorCirno

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« Reply #1 on: <10-31-15/0211:18> »
ADDENDUM BECAUSE MY DUMB POST WAS TOO LONG:

But what if I don't want strength?

Too bad.

Here's the thing.  Every character has to add something to the group, right?  Goes without mention, I hope.  So what do YOU add?  A melee focused character's typical response is: damage.  I am a dude who kills the bad guys.  But you need to do actual damage to do that!  Look at the damage you do and compare it to damage you'd do with a gun.  The basic and simple threshold is 8P - the damage of a good heavy pistol.  If you do less then that, what are you doing?  What are you adding that you wouldn't add with a pistol?  And for the most part, to hit that threshold, you need strength.

What about mystic adepts or melee wizards or
I've never looked deeply into spellcasting.  Sorry!  Just not something that really interested me.

Ok but marital arts can
Martial arts aren't that good!

Here's what you care about.  Kick makes you fight better with your kicks (see; taekwando cyberleg expert).  Parkour lets non-adepts steal cool adept tricks because man I dunno, adepts kinda got the short end of the stick there I guess.  Iaijutsu lets you draw your sword and attack as a non-complex action, which is real important.  The rest tend to be very karma heavy in price and not that great in efficiency and use - too specialized, really.

A side note on ranged attacks
So.  You CAN have a gun.  But should you?

Consider: at strength 5, which is the lowest it should be for anyone, throwing knives will do 6P and tomahawks and bows 7P.  A point below your standard heavy pistols...but the tomahawk will actually outrange a heavy pistol, and a bow will DRAMATICALLY outrange it!  At strength 8 - an ork adept or human sammie - you're looking at 9P on your knives, 10P on your tomahawks and bows, and now the knives have almost as much range, the tomahawk goes way farther, and the bow is creeping up on the ares alpha.  At strength 10 - an ork sammie or troll - you're looking at throwing weapons that are the equals to alphas, and bows that actually have a higher max range.

Just something to consider.

Reaver

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« Reply #2 on: <10-31-15/0412:15> »
Point of note:

Pg 185 of the CRB lists the max range of a heavy pistol as 60 meters.

For a throwing knife (tomahawk) to "outrange" a heavy pistol, you need a strength of 13, as extreme range is listed as STR x 5.

Only shurikens get an impressive range modified of x7 for extreme range.... but they are light, aerodynamic weapons.

Unless something has changed in hard targets....


Other then that, not bad!
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

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« Reply #3 on: <10-31-15/0413:59> »
You're forgetting weapon foci, melee adepts can be the kings of accuracy. The damage problem can be mitigated if you can generate enough successes on the hit roll. The other thing you're failing to consider is melee defense. Parry pool can easily be made higher then attack pool (just more stuff adds to them), and even if you're swing 15P, if ya can't connect damage means nothing.

Unarmed is actually amazing in 5th, P-limit accuracy. Making it potentially the most accurate weapon in the game.

That leads into making martial arts useful, yes martial are generally not a game changer. But they have very specific uses. It's all about comboing it all together.
Clinch is actually amazingly effective in the right spot, negating reach advantage, targets straight reaction + Int, doesn't give a crap how strong the target is, Clinch into throw into/or pouncing Dragon. Shadowblock with the right team can also be game changer. Disregarding them is a mistake.

Finally counter attack builds it is possible wander far down the rabbit hole with melee you can generate builds centered around killing the hell out anyone dumb enough to swing melee weapon at them.

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ZeldaBravo

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« Reply #4 on: <10-31-15/0916:31> »
I've run the numbers and an out-of-chargen human blade adept is slightly ahead of an ork blade adept because humans can start with a greatest superpower - money. A human also starts with more skills but not overwhelmlingly so.
Human:

== Info ==
Name: Swordmaster Adept
Movement: 12/24
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 6
Judge Intentions: 8
Lift/Carry: 10 (75 kg/50 kg)
Memory: 5
Nuyen: 1250

== Priorities ==
Metatype: E - Human
Attributes: A - 24 Attributes
Special: B - Adept, Magician, or Technomancer
Skills: C - 28 Skills/2 Skill Groups
Resources: D - 50,000¥

== Attributes ==
BOD: 5
AGI: 6
REA: 5 (8 )
STR: 5
CHA: 3 (1->3 for karma)
INT: 5
LOG: 2 (1->2 for karma)
WIL: 3
EDG: 3
MAG: 6

== Derived Attributes ==
Essence:                   6
Initiative:                10 (13) + 4d6
Rigger Initiative:         13 + 4d6
Astral Initiative:         10 + 2d6
Matrix AR Initiative:      13 + 4d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     11
Stun Damage Track:         10

== Limits ==
Physical:                  8
Mental:                    4
Social:                    5
Astral:                    5

== Active Skills ==
Archery                    : 6                      Pool: 12
Blades                     : 6 [Swords]             Pool: 15 (17)
Etiquette                  : 4                      Pool: 7
Gymnastics                 : 2                      Pool: 10
Perception                 : 6                      Pool: 11
Pilot Ground Craft         : 4                      Pool: 12
Running                    : 2                      Pool: 9
Sneaking                   : 4 [Urban]              Pool: 10 (12)
Swimming                   : 2                      Pool: 7

== Knowledge Skills ==
18 points

== Contacts ==
9 points

== Qualities ==
Acrobatic Defender
Adept
Code of Honor (Bushido)
Mentor Spirit (Wolf)
Natural Athlete
Tough and Targeted

== Powers ==
Attribute Boost (AGI) Rating: 2
Combat Sense Rating: 1
Critical Strike (Blades)
Improved Ability (skill) (Blades) Rating: 3
Improved Reflexes 3

== Lifestyles ==
Low  1 months

== Armor ==
Armor Jacket                        12
Helmet                              2
Lined Coat                          9

== Weapons ==
Ares 'One' Monosword
   Pool: 15 (17)   Accuracy: 5   DV: 9P   AP: -3   RC: 3
Bow (Rating 5)
   Pool: 12   Accuracy: 6   DV: 7P   AP: -1   RC: 3
Combat Knife
   Pool: 15   Accuracy: 6   DV: 8P   AP: -3   RC: 3
Katana (Weapon Focus R3)
   +Personalized Grip
   Pool: 18 (20)   Accuracy: 8   DV: 9P   AP: -3   RC: 3
Unarmed Attack
   Pool: 5   Accuracy: 8   DV: 5S   AP: -   RC: 3

== Commlink ==
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)

== Gear ==
Arrow: Monotip Head (Bows) Rating 5 x10
Arrow: Standard (Bows) Rating 5 x10
Arrow: Stick-n-Shock w/Static Shaft (Bows) Rating 5 x10
Fake License (Adept License) Rating 2
Fake License (Large Blades License) Rating 2
Fake SIN Rating 2
Weapon Focus (Bonded Foci) (Katana) Rating 3

== Vehicles ==
Harley-Davidson Scorpion (Chopper)
   +Sensor Array Rating 2


Ork:

== Info ==
Name: Ork Blade Adept
Movement: 12/24
Karma: 3
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Ork
Composure: 7
Judge Intentions: 7
Lift/Carry: 14 (105 kg/70 kg)
Memory: 7
Nuyen: 1300

== Priorities ==
Metatype: B - Any metatype
Attributes: A - 24 Attributes
Special: C - Adept, Magician, or Technomancer
Skills: D - 22 Skills/0 Skill Groups
Resources: E - 6,000¥

== Attributes ==
BOD: 7
AGI: 6
REA: 5 (8 )
STR: 7
CHA: 2 (1->2 for karma)
INT: 5
LOG: 2 (1->2 for karma)
WIL: 5
EDG: 3
MAG: 6

== Derived Attributes ==
Essence:                   6
Initiative:                10 (13) + 4d6
Rigger Initiative:         13 + 4d6
Astral Initiative:         10 + 2d6
Matrix AR Initiative:      13 + 4d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     12
Stun Damage Track:         11

== Limits ==
Physical:                  10
Mental:                    5
Social:                    5
Astral:                    5

== Active Skills ==
Blades                     : 6 [Swords]             Pool: 15 (17)
Etiquette                  : 4                      Pool: 6
Gymnastics                 : 1                      Pool: 9 (Athletics group 1 = 5 karma)
Perception                 : 6                      Pool: 11
Pilot Ground Craft         : 2                      Pool: 10
Running                    : 1                      Pool: 10 (Athletics group 1 = 5 karma)
Sneaking                   : 4 [Urban]              Pool: 10 (12)
Swimming                   : 1                      Pool: 8 (Athletics group 1 = 5 karma)

== Knowledge Skills ==
21 points


== Contacts ==
6 points

== Qualities ==
Adept
Code of Honor (Bushido)
Low-Light Vision
Mentor Spirit (Wolf)
Natural Athlete
Tough and Targeted

== Powers ==
Attribute Boost (AGI) Rating: 2
Combat Sense Rating: 1
Critical Strike (Blades)
Improved Ability (skill) (Blades) Rating: 3
Improved Reflexes 3

== Lifestyles ==
Low  1 months

== Armor ==
Armor Jacket                        12
Helmet                              2
Lined Coat                          9

== Weapons ==
Combat Knife
   Pool: 15   Accuracy: 6   DV: 10P   AP: -3   RC: 4
Katana
   +Personalized Grip
   Pool: 15 (17)   Accuracy: 8   DV: 11P   AP: -3   RC: 4
Sword
   Pool: 15 (17)   Accuracy: 6   DV: 11P   AP: -2   RC: 4
Unarmed Attack
   Pool: 5   Accuracy: 10   DV: 7S   AP: -   RC: 4

== Commlink ==
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)

== Gear ==
Fake License (Adept License) Rating 2
Fake License (Large Blades License) Rating 2
Fake SIN Rating 2

== Vehicles ==
Harley-Davidson Scorpion (Chopper)
   +Sensor Array Rating 2


They are basically the same but an ork lacks a ranged option. An ork is more resilient and outdamages human with everything that is not a weapon focus. Hilariously, an ork here is having more knowledge skills and a higher mental limit. His karma leftover can also mitigate the human's advantage in contacts.
It is the same character, you only need to decide what do you like more: skill versatility or stat superiority, and just roll with it.
I'm willing to make more characters to compare. Maybe even a little field test against some sample enemies.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Hobbes

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« Reply #5 on: <10-31-15/1109:37> »
Armor quality Gear Access and Positive Quality Perfect time for every melee character ever.  Mechanically solves all the same issues Ambidexterity does, and has a lot more upside.

Never take any of the gimmicky fast draw options, just get Armor with Gear Access.  Two Free actions per turn is also great for combat characters, especially if you're moving between melee and ranged combat.   

adzling

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« Reply #6 on: <10-31-15/1122:48> »
You missed the option of the high agility mono-whip wielding, cybered, Elf adept ;-)
No strength needed, slices and dices and dodges and runs better than most of the stuff you have posted above.
And he can shoot a gun straight without having to dump a lot of skill points into it.
Just saying.

ikarinokami

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« Reply #7 on: <10-31-15/1136:03> »
There is enough bio ware now to make the elf a bad ass. In my long term campaign my elf with 12 Agility and 10 strength does 15s/p with a punch. You just need the money/karma and time.

Hobbes

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« Reply #8 on: <10-31-15/1152:17> »
You missed the option of the high agility mono-whip wielding, cybered, Elf adept ;-)
No strength needed, slices and dices and dodges and runs better than most of the stuff you have posted above.
And he can shoot a gun straight without having to dump a lot of skill points into it.
Just saying.

Wakyambi with Monowhip has high humor potential if you can fit in a splash of Bioware for +3 Agility.  60 meters per turn run speed.  Back of the End Zone and out the back of the opposite End Zone in 6 seconds.  44 mph without sprinting.  Who needs a car?

Marcus

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« Reply #9 on: <10-31-15/1214:20> »
You missed the option of the high agility mono-whip wielding, cybered, Elf adept ;-)
No strength needed, slices and dices and dodges and runs better than most of the stuff you have posted above.
And he can shoot a gun straight without having to dump a lot of skill points into it.
Just saying.

He didn't miss it, he just dismissed it. It's not exactly the same thing.
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adzling

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« Reply #10 on: <10-31-15/1256:53> »
True, but he's dismissing it out of hand as boring. Har!


ProfessorCirno

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« Reply #11 on: <10-31-15/1555:56> »
I normally hate the whole giant quote block thing...but, alas, nothing but to do it, hahaha.

I've run the numbers and an out-of-chargen human blade adept is slightly ahead of an ork blade adept because humans can start with a greatest superpower - money. A human also starts with more skills but not overwhelmlingly so.

~*~

They are basically the same but an ork lacks a ranged option. An ork is more resilient and outdamages human with everything that is not a weapon focus. Hilariously, an ork here is having more knowledge skills and a higher mental limit. His karma leftover can also mitigate the human's advantage in contacts.
It is the same character, you only need to decide what do you like more: skill versatility or stat superiority, and just roll with it.
I'm willing to make more characters to compare. Maybe even a little field test against some sample enemies.

Yeah, the big thing humans get - their saving grace so to speak - is their ability to tank their Metahuman priority.  However, don't forget to take the long term game into consideration.  The human can START with more stuff then the ork, but there are diminishing returns on upgrades due to their increasing costs; the ork will catch up.

Point of note:

Pg 185 of the CRB lists the max range of a heavy pistol as 60 meters.

For a throwing knife (tomahawk) to "outrange" a heavy pistol, you need a strength of 13, as extreme range is listed as STR x 5.

Only shurikens get an impressive range modified of x7 for extreme range.... but they are light, aerodynamic weapons.

Unless something has changed in hard targets....


Other then that, not bad!

Ah, I see my mistake; there wasn't a chart for tomahawks and at that point I was using Chummer for ease of use, but chummer gave tomahawks aerodynamic grenade ranges (for...some reason?).  Nonetheless I maintain that throwing can make an alternative for pistols in most fights, as in my experience you rarely are in places where you hit extreme ranges for pistols; you're either in the first two brackets (where, with strength 8, a tomahawk is better at short and four meters behind in medium), or at such a range that you're far beyond the extreme bracket.

You're forgetting weapon foci, melee adepts can be the kings of accuracy. The damage problem can be mitigated if you can generate enough successes on the hit roll. The other thing you're failing to consider is melee defense. Parry pool can easily be made higher then attack pool (just more stuff adds to them), and even if you're swing 15P, if ya can't connect damage means nothing.

Unarmed is actually amazing in 5th, P-limit accuracy. Making it potentially the most accurate weapon in the game.

That leads into making martial arts useful, yes martial are generally not a game changer. But they have very specific uses. It's all about comboing it all together.
Clinch is actually amazingly effective in the right spot, negating reach advantage, targets straight reaction + Int, doesn't give a crap how strong the target is, Clinch into throw into/or pouncing Dragon. Shadowblock with the right team can also be game changer. Disregarding them is a mistake.

Finally counter attack builds it is possible wander far down the rabbit hole with melee you can generate builds centered around killing the hell out anyone dumb enough to swing melee weapon at them.

Over focusing on weapon foci is, in my opinion, a mistake.  The bigger your weapon foci, the smaller your potential ki foci can be, and ki foci are extremely important to adepts if you want to do anymore more then be a beat stick.  To put it another way; each point of force in a weapon focus is worth .25 pp in a ki focus.  In my experience adepts are already so accurate that you rarely if ever run the risk if missing as is, and given that it takes on average three dice to equate to run hit, you'd need much higher levels of weapon focus to compensate.  When I run adepts I usually have two kinds of ki foci; those that are overwhelmingly used for non-combat stuff, and those used for "combat stuff but not so important that I need it all the time."  Typically the former are force 6, the latter force 4, with a force 2 weapon foci, as, in my experience, it's rare to have karma levels reach so high that buying a new point of magic is more cost effective then initiating a new pp.

Likewise, focusing super heavily on accuracy is a mistake.  You have to understand your odds.  A katana is going to START at accuracy 7 - in order to regularly hit that, you need a dice pool of 21, and you can easily bring accuracy higher then that.  Raising accuracy has diminishing returns on a level that raising most other options don't.  Yes, a troll punchman can have accuracy 10 on their punches.  Are you going to have a dice pool of 30?

My overwhelming problem with the martial arts options comes down to a simple question: can't I just kill 'em?  Take Clinch.  I CAN spend 7 karma to get the ability to grab someone and negate their Reach momentarily...or I just punch them and they fall down.  I COULD spend another 5 karma, so now I grab them and throw them for some overall kinda piddly damage...or I could've just punched them and they would've fallen down.  The best status effect is dead.  Now, if we could get all action movie with it and grab a dude and just haul him around everyone and thrown him at people for much bigger damage and used him as a shield against attacks with ease, that'd be one thing, but unfortunately Shadowrun tries to go all "simulationist" with it's melee rules (see also: the terrible move to keep attacks as a complex action) so in the vast, vast majority of cases, you're simply better off mashing attack.  As for counter builds, you have to weigh the cost of karma and how often it happens.  Those CAN be useful if your GM enjoys using melee characters as well, so I'll be adding those in.

Armor quality Gear Access and Positive Quality Perfect time for every melee character ever.  Mechanically solves all the same issues Ambidexterity does, and has a lot more upside.

Never take any of the gimmicky fast draw options, just get Armor with Gear Access.  Two Free actions per turn is also great for combat characters, especially if you're moving between melee and ranged combat.   

I disagree strongly.  Gear Access and Perfect Time (I will note I abhor perfect time but I won't dismiss it - unlike the monowhip ;)) allow you to draw as a free...and still attack as a complex.  That's the important bit.  Gear Access gives you an additional free action.  Using the adept power Quick Draw - and remember, adepts are the ones with the bigger action crunch due to Agility Boost - allows you to run as a free, use a simple to Boost, then your other simple to draw+attack.  You get an additional simple action.

There is enough bio ware now to make the elf a bad ass. In my long term campaign my elf with 12 Agility and 10 strength does 15s/p with a punch. You just need the money/karma and time.

My goal was to compare to other options.  You can make a cool elf melee character.  Doing the same with pretty much any other metahuman would lead to better results.

...

...

...Also, sorry, you'll never bring me to the monowhip side ;)

Like, yes.  I acknowledge that monowhips ARE universally the best option every time forever period.  That's (one of the) reason(s) that they're so boring.  It's so much more an obvious answer over everything else that it's existence renders melee fighting period pointless.  There's no reason to ever use a non-monowhip.  And that's dull.  So I ignore it.

Also it looks dumb.

Marcus

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« Reply #12 on: <10-31-15/1721:39> »
True, but he's dismissing it out of hand as boring. Har!
That's tough but fair. lol :)
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« Reply #13 on: <10-31-15/1732:30> »
I posted this elsewhere and got a question so I thought I'd respond to it here, also.

"No mention of nerve strike for adepts? It might be more cheesy than monowhips."

Nerve Strike is an all or nothing thing. Because there's no actual DV involved, and because none of your allies can deal the same damage, you need to be able to overwhelming their agility or reaction in one hit. It just ends up being pretty gimmicky with the same sorta issues that combat spells get. An AXE TROLL just needs one success to ruin your day.

...

Also, to ask the question here, I very briefly mention it in my first post, but what are peoples' thoughts about stacking various amounts of bioware?  If it all stacks you get sharkskin, claws, and striking calluses on hands and feet to give a whopping +2 Reach, +2 DV to all unarmed combat.  I feel like it's not actually meant to work that way!  That's before taking spurs and bones into account to boot!  It would also make kung fu adepts 100% entirely obsolete in every way.

Marcus

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« Reply #14 on: <10-31-15/1740:07> »
Over focusing on weapon foci is, in my opinion, a mistake.  The bigger your weapon foci, the smaller your potential ki foci can be, and ki foci are extremely important to adepts if you want to do anymore more then be a beat stick.  To put it another way; each point of force in a weapon focus is worth .25 pp in a ki focus.  In my experience adepts are already so accurate that you rarely if ever run the risk if missing as is, and given that it takes on average three dice to equate to run hit, you'd need much higher levels of weapon focus to compensate.  When I run adepts I usually have two kinds of ki foci; those that are overwhelmingly used for non-combat stuff, and those used for "combat stuff but not so important that I need it all the time."  Typically the former are force 6, the latter force 4, with a force 2 weapon foci, as, in my experience, it's rare to have karma levels reach so high that buying a new point of magic is more cost effective then initiating a new pp.

Likewise, focusing super heavily on accuracy is a mistake.  You have to understand your odds.  A katana is going to START at accuracy 7 - in order to regularly hit that, you need a dice pool of 21, and you can easily bring accuracy higher then that.  Raising accuracy has diminishing returns on a level that raising most other options don't.  Yes, a troll punchman can have accuracy 10 on their punches.  Are you going to have a dice pool of 30?

My overwhelming problem with the martial arts options comes down to a simple question: can't I just kill 'em?  Take Clinch.  I CAN spend 7 karma to get the ability to grab someone and negate their Reach momentarily...or I just punch them and they fall down.  I COULD spend another 5 karma, so now I grab them and throw them for some overall kinda piddly damage...or I could've just punched them and they would've fallen down.  The best status effect is dead.  Now, if we could get all action movie with it and grab a dude and just haul him around everyone and thrown him at people for much bigger damage and used him as a shield against attacks with ease, that'd be one thing, but unfortunately Shadowrun tries to go all "simulationist" with it's melee rules (see also: the terrible move to keep attacks as a complex action) so in the vast, vast majority of cases, you're simply better off mashing attack.  As for counter builds, you have to weigh the cost of karma and how often it happens.  Those CAN be useful if your GM enjoys using melee characters as well, so I'll be adding those in.

Primary limits on foci are cash cost and Karma cost, followed by addiction risk then very distantly the magic multiple  thing. You can turn foci off, including ki foci, so there is no reason you can't have both a maxium safe number of both in and out of combat foci, once a character has been in play long enough.  Dismissing weapon foci, is a mistake as they represent a unique to hit die source. It's a major advantage.

Focusing on accuracy is the key to statistic success. Yes you have can't focus on it to the exclusion of everything else, but it should always be the first thing you consider, in a primary melee build. Yes having accuracy 8 and pool of 24 may seem like over kill, but multi-attack is a good option and it can be made to work. When fighting with minor opponents dividing your pool into 2 pools of 12 or 3 pools of 8 will let you clear targets far more rapidly. In the long run you have to move beyond the damage paradigm.

Finally, Yes efficiently dropping targets in good, but it's really not that interesting. If body count is all you seek melee is not the best way to go. Melee can be made to do a lot more, and there in lies the real strength of the melee option. Controlling the field. Defeating the oppo without killing him is a much more interesting thing to build for. Building so that one character can defend the rest of the party in melee is like wise difficult but something that can be achieved, and is much more interesting in a build, and more fun to play.
 

 
« Last Edit: <10-31-15/1748:17> by Marcus »
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