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Critique on my "Monster" hunter

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Aethelwulf1972

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« Reply #60 on: <12-05-15/1136:47> »
having decided to go with the Spiritual way quality I find I am having issues figuring out which powers to discount.... and some issue figuring out which powers would fit my concept.... I find myself wanting to take powers that seem thematic that I am reasonably sure some of you would consider a waste of power points.  the power list that I have currently are:

Astral Perception*
Agility boost 2 (from wolf mentor spirit)
Combat Sense 2
Elemental Weapon (Electricity)*
Improved Reflexes 3
Improved Sense (Smell)
Mystic Armor 2
Natural Immunity 2
Nimble Fingers
Rapid Draw*
Rapid healing 1

Powers marked with * are curently discounted.

I know one of the first things that might be recommended is drop rapid draw and take a martial art with iaijutsu, but the rapid draw power makes quickdraw a free action anyway.

Other powers that I was, and still am, considering are improved abilities and enhanced perception....  though discounting powers that can have multiple levels in Chummer is a bit of a headache due to having to add each discounted level separately...

Whiskeyjack

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« Reply #61 on: <12-05-15/1305:51> »
Mystic Armor 2 is really low value. Just buy better armor. Or buy more Combat Sense 
Playability > verisimilitude.

Aethelwulf1972

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« Reply #62 on: <12-07-15/1918:16> »
for the monster hunter concept, is improved reflexes 3 good as is?  or should I consider dropping it to 2 and get a force 4 impoved reflexes qi focus thus freeing up a pp for other things?

Whiskeyjack

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« Reply #63 on: <12-07-15/2138:31> »
i wouldn't get a foci, i would just wait til your first initiation to get it.

Other high-value stuff includes Critical Strike for your main weapon and Improved Ability for it as well.

If you drop Mystic Armor 2 (really, you should) and one rank of IR, you can get IA 3 and CS. The first initiation shouldn't take long to save for and imo, the above will benefit you a lot more in early runs.
Playability > verisimilitude.

Rift_0f_Bladz

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« Reply #64 on: <12-08-15/1101:07> »
With my current runner (blade adept) I wish I had dropped Mystic Armor as well for more ranks of IA, because I am now struggling to squeeze them in with the other powers I want/need.
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.

Aethelwulf1972

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« Reply #65 on: <12-08-15/1905:54> »
My choice of improved sense, smell is mostly thematic, but I'd the listed powers, what besides mystic armor would be good to either drop or are good candidates for qi foci?  And is there anything not on the list that would be good candidates for qi foci?

Whiskeyjack

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« Reply #66 on: <12-08-15/2029:44> »
Astral Perception is a good choice for a qi foci, but you have that free.

A lot of the stuff you have you want always-on, but a lot of it is also just simply not that good to begin with, so dropping Natural Immunity and Rapid Healing is where I would go.

The reason we say Mystic Armor is bad is because, if you want +2 soak, go buy a Ballistic Mask.
Playability > verisimilitude.

Aethelwulf1972

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« Reply #67 on: <12-08-15/2130:06> »
So 7 dice to resist toxins is sufficient for someone who might me fighting paracritters with venom?  Extra armor and toxin resistance seemed a bit thematic to me, as does healing quickly...

Whiskeyjack

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« Reply #68 on: <12-09-15/0827:55> »
You add 1 die to healing and 2 dice to resistance. Get some good armor. Seriously. You're talking about adding 1/3 of a hit to healing tests or 2/3 of a point of soaked damage or venom. That's nothing.

If you are really concerned about that, take higher BOD and Adept Spell to be able to use Heal or an anti venom spell.
Playability > verisimilitude.

Marcus

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« Reply #69 on: <12-09-15/2254:58> »
Better not to get hit in the first place.
Yeah armor is important, but it's cheap easy to get, easy to replace, and easy to add too or adept for a given condition.
Combat sense, can do amazing things for you, not getting surprised, and even if you don't avoid an attack completely, knocking success off prevent damage from stacking up. But combat sense is always worth stacking up. Don't be concerned about healing dice. Healing issues are for those who lost essence. Magic takes care of adepts, a decent heal spell can have even a pretty severally wounded adept back on her/his feet in no time as soon as combat rounds end. With a little pain tolerance, and adept can stay functional without running the risks Cyber build regularly run.
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Whiskeyjack

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« Reply #70 on: <12-10-15/0659:35> »
Even heavy cyber isn't that bad off really.
Playability > verisimilitude.

Strange

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« Reply #71 on: <12-10-15/1344:16> »
An adept with combat sense seems extremely skilled or supernaturally aware (which he actually is).  One of those guys in combat who is always moving and everything seems to barely miss them.  Thematically is looks pretty badass.  The only advantage that armor has is that if they don't do enough damage with the hit to beat your armor value, any damage suffered becomes stun.  After your first few runs, however, you can purchase a 'run kit, which you can include some nice, not so legal, combat armor.  When you know you are going to be fighting heavies, you put that on, and your combat sense will still help, whereas a few points of mystic armor will give diminishing returns at higher armor levels.  If the armor fits more thematically (you see your guy as more of a brute who wades through combat instead of dodging) then go for it.  It may not be as great as combat sense, but it is still ok.

Facemage

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« Reply #72 on: <12-10-15/1416:40> »
If you want to maximize power points (1.5 free power points), you should consider improved attribute as a discount power. Theoretically you can take it 4 times giving 2 free power points. Moreover, improved attribute reaction gives you more than i.e. 2nd or 3rd combat sense and the price is the same with discount. Improved attribute body gives more than mystic armor and so on. If you have agility boost, you don't need improved attribute agility anymore.

Aethelwulf1972

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« Reply #73 on: <01-01-16/0009:35> »
okay, I am dumping the mystic armor and natural immunity;  which would be better: taking combat reflexes from 2 to 5 or adding some improved ability?   I personally like adding to my not getting hit...

Tarislar

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« Reply #74 on: <01-01-16/0045:09> »
== Attributes ==
BOD: 4
STR: 4
CHA: 4
LOG: 4
WIL: 4

== Active Skills ==
Animal Handling            : 2                      Pool: 6
Archery                    : 5                      Pool: 11
Armorer                    : 4                      Pool: 8
Automotive Mechanic        : 1                      Pool: 5
Blades                     : 4                      Pool: 10
Computer                   : 2                      Pool: 6
Con                        : 1                      Pool: 5
Etiquette                  : 3                      Pool: 7
First Aid                  : 3                      Pool: 7
Gymnastics                 : 2                      Pool: 8
Longarms                   : 5                      Pool: 11
Navigation                 : 3                      Pool: 8
Negotiation                : 3                      Pool: 7
Perception                 : 4                      Pool: 9
Pilot Ground Craft         : 1                      Pool: 8
Pistols                    : 4                      Pool: 10
Running                    : 2                      Pool: 6
Sneaking                   : 4                      Pool: 10
Survival                   : 3                      Pool: 7
Swimming                   : 2                      Pool: 6
Throwing Weapons           : 1                      Pool: 7
Tracking                   : 3                      Pool: 10
Unarmed Combat             : 4                      Pool: 10


== Qualities ==
Adept
Allergy (Common, Mild) (Sunlight)
Analytical Mind
Guts
Keen-Eared
Low-Light Vision
Mentor Spirit (Wolf)
Nocturnal
Perfect Time
Quick Healer
Sensei
SINner (National) (UCAS)
The Beast's Way
Unusual Hair
Wanted (Knight Errant)

== Powers ==
Analytics Rating: 1
Killing Hands
Natural Immunity Rating: 1
Nimble Fingers
Precision Throwing Rating: 1
Rapid Draw
Rapid Healing Rating: 1

I might consider dropping Bod, Cha, & Log all by 1 to increase Str & Wil

Also, Drop Archery, Armorer, First Aid, Throwing, & Unarmed.
Increase Pistols & Add specialties to Pistols, LongArms, & Blades

Get Improved Critical (Blades)