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Level 1 Street Samurai (SR5)

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Bushw4cker

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« Reply #15 on: <08-29-16/1801:36> »
Would you go melee as much as possible or would you go ranged and melee only when it is worth it (like for a Stealth Kill)? 9S/-3AP is the damage of most weapons smaller than SMG so it is decent but a full melee character tends to go much higher than that to make up for the danger of being in melee.

If your character really has a big focus on melee switch that STR and AGI stat for extra damage. If melee is only a complement I think you can stay like that.

If you go Shock Hands it's a bit pointless to invest in so much STR. Maybe drop that STR and Blades skills, upgrade Clubs and Unarmed and use Stun Baton/Shock Gloves/Shock Hands for melee and keep that AGI at 6.

Well Warrior Code kind of makes stealth kills a no no. 

Like I said in last post.... there tends to be a lot of Bar Fights in the games I play and GM for some reason..

Melee is sort of a compliment skill..... I would have taken Unarmed Rating 4 with a Martial Art Specialization +2, but I don't like the Martial Arts in 5th Ed. as much as 4th.

Strength is good for few things... But probably biggest reason I think I should keep at Rating 5, I think it fits Character..
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

Overbyte

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« Reply #16 on: <08-29-16/2114:17> »
Shock Gloves/Hands do Electric Damage (Lowering Initiative), Have -5AP, and only need to touch to do any damage. Bone Lacing turns all your Unarmed Attacks into Physical Damage. (Which I don't like)

Funny thing.. My main player is a troll with Titanium Bone Lacing, and we were trying to figure out if he can even hit someone WITHOUT killing them. :-)

With Katana, after successful hit, character can execute Finishing Move, which is probably one of the best Martial Art Maneuvers imho.

Yah.. don't use MA moves because they are overpowered (IMO) for example.. Finishing move.  ;D
I understand what you're saying about Duplicate Skills, and if I was making this character using priority, I wouldn't have as many skills as I do, but with Karma Gen, it's a little easier to have more skills, albeit at a generally lower rating.

Thanks for the Detailed reply btw.
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You sill might want to combine Auto and Pistol. If you are going to be using Unarmed and Katana in close quarters, Machine Pistols are probably going to do the little shooting you might do at range when you aren't carrying an Assault Rifle. Another option is Longarms which gives you Shotguns which are simply brutal at short to medium range.
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Bushw4cker

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« Reply #17 on: <08-29-16/2208:09> »
I could have swore there was rule in 5th ed. About doing stun damage with physical damage weapons, I spent about half hour looking for it a while ago then gave up.... If anyone knows about that would love to hear reply...

I actually don't think any of the MA moves are overpowered in 5th Edition, the 4th ed. Ones were way better (More Powerful) imho.

I would say Pistol or smaller concealabilty was appropriate for about 2/3 of the runs I have played and GMed. Maybe a third or fourth of the Runs, the team could have gotten away with carrying Assault Rifles or bigger..

I thought about Longarms, but thought Pistols, Gunnery and Automatics fit better for Character with Military Background. Also, Sniper Rifles don't fit with Warrior Code, and Shotguns can't be silenced.

"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

Imladir

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« Reply #18 on: <08-29-16/2308:42> »
There is, it's a called shot, so -4d to attack, and you make stun damage instead of physical.
p186, CRB "Changing damage type"
« Last Edit: <08-29-16/2314:38> by Imladir »
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Bushw4cker

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« Reply #19 on: <08-30-16/0653:24> »
Thanks Imladir!!
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett