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Which is better?

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Rift_0f_Bladz

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« Reply #60 on: <11-06-15/1421:45> »
Yup, also, it doesn't count against foci addiction when off.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

Strange

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« Reply #61 on: <11-06-15/1451:20> »
You use weapons acc not physical limits for most attacks. Dice pool of 11 basically makes it your secondary attack, which is fine. Increase ability (blades) which you can take one rank in place of increase accuracy adds one to your effective rank into that skill. Making your pool be 8(9) pre foci. Dropping astral perception (for now picking it up as a foci later) would free up 1 PP and 4 skills, letting you max blades as well, and have 2 skills let over, one for blades specialization, and one more for either perception or counterspelling, also drop artificing, with rank you will burn yourself out to make anything, this can be used for specialization for your most common spell type to aid in casting. Taking specialization swords adds +2 making you pool 13 with your katana, pre foci, 16 post. Now you have a decent combat skill pool.

I understand wanting to keep astral perception, but for 13 karma & ¥12k you can get a F4 Qi Foci (astral perception) and 1st rank in assensing. Remember majority of assensing test are threshold based, with 4+ hits giving everything you will ever need to know. Another option is not to get the weapon foci yet, get the astral perception foci instead and free up PP that way, and only having 2 ranks in assensing will get you 8 dice, which will get you decent info. And use the 3 (1 from artificing) skill points for specializations in spellcasting, assensing, and blades.

The reason for artificing was not to make stuff but for magical forensics.  Thank you for informing be about the weapon accuracy being my limit, I was under the assumption that it was the worse of the 2 instead.  That makes me happier about the build!  I will then take the accuracy adept power, with grip that gives me a 9 limit.  Going to pop up the blades skill and specialize as well.  Maybe even go for the rating 3 focus after all.  Howzabout this:

B:3 A:5 R:3 S:4 C:8 I:4 L:3 W:5 E:2 M:6

Would I be served well if I reduced strength by 1 and put that into agility? Or even drop logic back down to 2?  Being an investigator I keep thinking he needs some logic, but maybe he uses his intuition more than logic?  2 is subpar average, amIright?

Adept Power
Astral perception, Attribute Boost AGI 1, Combat Sense 2, Critical strike(Blades) Improved reflexes 2, Enhanced accuracy (Blades), Motion Sense

Seems like a lot of powers!

Skills:

Artificing 1 Assensing 4 Blades 6 (Swords=13) Counterspelling 4 Perception 3 Spellcasting 6
and spending 6 points of karma for 1 point each in etiquette, running and gymnastics.

Sword is AGI 5 + Skill 8 + focus 3 = 16, with a boost of 1 from adept power so 17, with a limit of 9
damage is 7
spellcasting is 12 dice, 14 if combat.

Sounding better?

Marcus

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« Reply #62 on: <11-06-15/1504:22> »
Given that I have something of a Mania for Accuracy. I tend to run lower accuracy higher reach weapons on caster primaries, Staff being my favorite, but spear and axe coming in a not two distantly behind.The logic being once you have hit accx3 limit there is no point in pushing the number, while still getting full systemtic advantage. The issues is conservation of resources. It's possible to spend a huge chunk of generation resources on any one of this things. High reach gives you a good systematic advantage, in ether reducing the enemies die pool or at-least protecting yours. You don't want to a character to become MAD (Multi-Attribute Dependent), so this method gives you best possible effect at minimum cost.   
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Whiskeyjack

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« Reply #63 on: <11-06-15/1521:05> »
With a dice pool of 17 I probably wouldn't think the 9 ACC is going to make a big deal. 8 is probably enough with dice probability...but then there's not that much to spend .25 PP on, so why not.

Or you could try to get an Elemental Weapon power...though that thing works well in a qi focus too.

Consider looking into the Wudang Sword martial art. Melee attacks not costing a Complex can open up a lot of options.
Playability > verisimilitude.

Strange

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« Reply #64 on: <11-06-15/1538:05> »
If I go sword focus 2 I have enough money and karma to get qi focus 4 for the astral perception, allowing me another point of adept powers.  I tentatively put in some mystic armor.  I like that a lot, so far.  What form does the qi focus come in?  I noticed in the box above qi focus they talk about Yantra tattoos, and I was thinking a cool blue tattoo on the right side of the face that glows when activated, along with the eyes, seems pretty badass.  Reasonable?

Halinn

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« Reply #65 on: <11-06-15/1632:18> »
If you're gonna start with the qi focus, definitely put astral perception in there. If you stick with mystic armor for the extra pp, that one's better being always on. I think combat sense beats mystic armor for most cases, since not being hit > taking less damage, but mystic armor does have the advantage of occasionally making you take stun damage rather than physical.

Strange

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« Reply #66 on: <11-06-15/1649:27> »
If you're gonna start with the qi focus, definitely put astral perception in there. If you stick with mystic armor for the extra pp, that one's better being always on. I think combat sense beats mystic armor for most cases, since not being hit > taking less damage, but mystic armor does have the advantage of occasionally making you take stun damage rather than physical.
Yeah I put the astral perception in it.  Good point about the combat sense, too, and it fits the character better. So either pump combat sense up to 4 or I can go only up to 3 and put the other .5 point into boost agility, making that a 3.

Whiskeyjack

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« Reply #67 on: <11-06-15/1709:21> »
AGI Boost is really useful. For one level, you're rolling 7 dice and each success is +1 AGI for the duration, up to the augmented cap, and soaking 1 Drain is nothing.

This combines well with martial arts abilities like Iaijutsu, so you can use Attribute Boost and make an attack on the same pass.
Playability > verisimilitude.

Rift_0f_Bladz

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« Reply #68 on: <11-06-15/1808:19> »
Actually, you don't have improved ability (blades) which at rank 3 (max you could take) adds 3 more dice, but cost 1.5 pp. Without astral perception, you have 1 pp which equates to 2 ranks of improved ability blades.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

All4BigGuns

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« Reply #69 on: <11-06-15/2040:26> »
If I go sword focus 2 I have enough money and karma to get qi focus 4 for the astral perception, allowing me another point of adept powers.  I tentatively put in some mystic armor.  I like that a lot, so far.  What form does the qi focus come in?  I noticed in the box above qi focus they talk about Yantra tattoos, and I was thinking a cool blue tattoo on the right side of the face that glows when activated, along with the eyes, seems pretty badass.  Reasonable?

But will you have the karma for bonding both of those foci?
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Strange

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« Reply #70 on: <11-06-15/2141:10> »
Actually, you don't have improved ability (blades) which at rank 3 (max you could take) adds 3 more dice, but cost 1.5 pp. Without astral perception, you have 1 pp which equates to 2 ranks of improved ability blades.
Why can I only take 3?  Because of my remaining allotment of magic points, is that what you mean?

Whiskeyjack

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« Reply #71 on: <11-06-15/2157:24> »
The max amount of Improved Ability you can have is half of the skill being improved, rounded up.
Playability > verisimilitude.

Strange

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« Reply #72 on: <11-06-15/2239:39> »
Okey, final criticisms!!! Unless I change my mind.

Street Name: Strange Real Name: David Bakan Movement: 12/24 Karma: 0 Street Cred: 0 Notoriety: 0 Public Awareness: 0 Elf Male Age 27 Height 6'1" Weight 170
Composure: 13Judge Intentions: 12 Lift/Carry: 7 (60 kg/40 kg) Memory: 7
Nuyen: 3400

== Priorities ==
Metatype: C - Human, Dwarf, Elf, or Ork
Attributes: A - 24 Attributes
Special: B - Adept, Magician, or Technomancer
Skills: E - 18 Skills/0 Skill Groups
Resources: D - 50,000¥

== Attributes ==
BOD: 3 AGI: 6 REA: 3 (5) STR: 4 CHA: 8 INT: 4 LOG: 2 WIL: 5 EDG: 2 MAG: 6

== Derived Attributes ==
Essence:                   6
Initiative:                7 (9) + 3d6
Rigger Initiative:         9 + 3d6
Astral Initiative:         8 + 2d6
Matrix AR Initiative:      9 + 3d6
Matrix Cold Initiative:    4 + DP + 3d6
Matrix Hot Initiative:     4 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         11

== Limits ==
Physical: 6 Mental: 5 Social: 9 Astral:                    9

== Active Skills ==
Arcana                     : 1                      Pool: 3
Artificing                 : 1                      Pool: 7
Assensing                  : 4                      Pool: 8
Blades                     : 6 [Swords]             Pool: 15 (17)
Counterspelling            : 4                      Pool: 10
Perception                 : 3                      Pool: 7
Spellcasting               : 6                      Pool: 12

== Knowledge Skills ==
English                    : 3                      Pool: 7
Magical Forensincs         : 4                      Pool: 6
Police Procedures          : 2                      Pool: 4
Sperethiel                 : N                      Pool: 0
Underworld                 : 3                      Pool: 7

== Contacts ==
; Talismonger (3, 5)
Darren O'connor; Police Chief (5, 3)

== Qualities ==
Allergy (Uncommon, Severe) (Silver)
Distinctive Style
Low-Light Vision
Mentor Spirit (Dragonslayer)
Mystic Adept
SINner (National) (Tir Tairngire)

== Spells ==
(Tradition: Path of the Wheel, Resist Drain with WIL + CHA (13))
Analyze Truth              DV: F-2
Ball Lightning             DV: F-1
Detect Individual          DV: F-3
Heal                       DV: F-4
Improved Invisibility      DV: F-1
Levitate                   DV: F-2
Stunbolt                   DV: F-3

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

== Lifestyles ==
Low  2 months

== Armor ==
Armor Jacket                        12
   +Nonconductivity 4
Forearm Guards                      1
Helmet                              2
   +Flare Compensation
   +Image Link
   +Low Light
   +Thermographic Vision
   +Vision Magnification

== Weapons ==
Katana
   +Personalized Grip
   Pool: 15 (17)   Accuracy: 9   DV: 8P   AP: -3   RC: 3
Unarmed Attack
   Pool: 5   Accuracy: 6   DV: 4S   AP: -   RC: 3

== Commlink ==
Hermes Ikon (ATT: 0, SLZ: 0, DP: 5, FWL: 5)

== Gear ==
Autopicker Rating 1
Fake License (Private Investigator) Rating 4
Fake License (Magician) Rating 4
Glasses Rating 1
   +Image Link
Qi Focus (Bonded Foci) (Astral Perception) Rating 4
Weapon Focus (Bonded Foci) (Katana) Rating 2

== Vehicles ==
Suzuki Mirage (Racing Bike)
   +Sensor Array Rating 2

Rift_0f_Bladz

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« Reply #73 on: <11-07-15/0931:44> »
You have .25 of a power point to spend (you can't switch out free mentor powers) assuming you spent 30 karma on PP. MyAds must spend 5 karma (character gen only) for each PP (no partial karma can be bought), figure you know this, just a friendly reminder. You don't have danger sense listed, it is free and there is nothing you can do about it. Also, .25 left can pick up another rank of attribute boost (agility). Spell wise, you look good. Not sure on how much karma you actually spent. Gear wise, you have fake lisense, but no fake SIN, never use your real SIN while doing illegal stuff, otherwise you a criminal SIN and life becomes 100x worse on a good day.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

All4BigGuns

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« Reply #74 on: <11-07-15/1054:45> »
I'd just drop the Mentor Spirit entirely. There isn't a one of them that's worth the cost on them.
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen