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Which is better?

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Strange

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« Reply #90 on: <11-09-15/0005:58> »
Armor 3 in your cyberarm has availability 15.
Well crap.

Rift_0f_Bladz

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« Reply #91 on: <11-09-15/0015:14> »
Power foci are equivalent to raising magic. With that much foci, he will most likely have foci addiction. The rapier would actually fit really well with the former SIN wage mage. It has the feel of: I am an elite, see I use a Horizon-Flynn, you sir, use a boring sword.
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.

Whiskeyjack

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« Reply #92 on: <11-09-15/0651:29> »
Power foci basically add to MAG-related dice pools but not determinations like "is this overcasting when I compare. Spell Force to my MAG stat."

This is not explained well in the book by any stretch.
Playability > verisimilitude.

Duellist_D

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« Reply #93 on: <11-09-15/1146:30> »
There is no real hard rule in SR5 on whether SMG are one or twohanded.
I'd allow both, due to "realism" and continuity from 4th.

Rift_0f_Bladz

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« Reply #94 on: <11-09-15/1241:02> »
While for the game there is no rules against it, realistically they are a two handed weapon. Otherwise recoil is to much with the weapon weight.
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 #95 on: <11-09-15/1254:32> »
Ok, in regards to weapon skill choice, what would a Japanese based, shadowrun corporation train their security forces?  I would imagine automatics, yes?  I suppose it could be pistol, if you were mage support instead of main firepower.

Rift_0f_Bladz

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« Reply #96 on: <11-09-15/1310:40> »
Most likely Automatics first, with specializations that fit with there role, fallowed by pistols, long arms, a heavy weapons depending on squad roles. Sniper would be one of the exceptions. Mage might be pistols or automatics (machine pistols) depending on other roles he fills.
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.

Duellist_D

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« Reply #97 on: <11-09-15/1635:20> »
While for the game there is no rules against it, realistically they are a two handed weapon. Otherwise recoil is to much with the weapon weight.

Nah.
Realistically, thats a question of caliber, ROF, size of the specific gun, your personal strength and how the weapon is built.
You can give a filmsy Nerd a P90 and he could fire it auto while hitting a standing target. He couldn't do the same with quite a lot of other weapons, including some FA pistols.

Reaver

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« Reply #98 on: <11-10-15/0029:12> »
Well  my 1928 Thompson is bigger and heavier then my AK or my AR15.... and the Thompson is an SMG.

so very much matters on the weapon.... but traditionally, all SMGs are designed of 2 handed use for control of the weapon.... although some (like the mini Uzi, and TMP) do look like you could use 1 handed... until you start throwing lead down range.... and sail them over the heads of the target.... (depending on the range)
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ZeldaBravo

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« Reply #99 on: <11-10-15/0035:59> »
In real life you should use both hands even if you fire a pistol. However, game abstraction, cinematographic action, yadda-yadda.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Strange

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« Reply #100 on: <11-11-15/1854:39> »
Ok, how necessary is astral projection over perception if you are the only mage in the group?  Could I do the majority of the mage needs with just an aspected sorcerer?

Rift_0f_Bladz

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« Reply #101 on: <11-11-15/2115:35> »
Depends on the table and the players preference. Some think projection is a must have, others don't. But, as only mage in the group full is always better than aspected.
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.

Whiskeyjack

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« Reply #102 on: <11-12-15/0704:39> »
I wouldn't say it's necessary.

I also don't ever consider aspected magicians because they lose out on so much.
Playability > verisimilitude.

All4BigGuns

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« Reply #103 on: <11-12-15/1043:15> »
No, they don't "lose out". They choose one of the three areas of Magician to specialize in, giving up projection in the process. Really, they're better of than a full mage because they have fewer skills they need to invest in.
(SR5) Homebrew Archetypes

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falar

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« Reply #104 on: <11-12-15/1045:45> »
No, they don't "lose out". They choose one of the three areas of Magician to specialize in, giving up projection in the process. Really, they're better of than a full mage because they have fewer skills they need to invest in.
Maybe in Life Modules or Karmagen, but in Priority/Sum-to-Ten, they definitely lose out. You don't get spells, preparations, rituals, spirits. You get skill groups which you can't break.

On top of that, if you choose Aspected Magician: Alchemist, the fastest way to an effective character is to take 'ware and turn into a street sam.