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EliteStomper

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« on: <10-02-16/2041:52> »
Hi All

Nice forum!!! I have looked around a bit and didn't see a spot where I can introduce myself. My name is Dave and I have never played a roleplaying game before. I have wanted to try it for some time and I choose Shadowrun as the first one. I have purchased the Core Rule Book 5th Edition and the Beginners Kit but I am not sure how to proceed into the Sixth World and was wondering if someone would be willing to help me. I am trying to figure out the Character Priority Table to create my character. While watching a video online I saw the player state he wanted Elf C and then said something like D,B,E,and A which I didn't follow that well. Like i said I have the beginners kits and the core rule book and I have read through the section but it is still not registering with me. Also, you should know I have issues with dyslexia I don't think that is the issue but I should point it out if I am asking for help.

Thanks For Your Help
Dave

RowanTheFox

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« Reply #1 on: <10-02-16/2050:56> »
Do you have a character concept in mind? I personally haven't been able to wrap my head around the priority build system, as I simply don't use it very often. I usually go with Karma gen or Life Modules, personally.

Chummer 5 is a great program for character building, and you can find that here ---> https://github.com/chummer5a/chummer5a/releases/tag/5.184.0
It is better to be crazy and know it, than to be sane and have one's doubts.

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Remember, you're only a genius when they need you. The rest of the time you're just an asshole.

Well, drek. Looks like Timmy fell into the Dissonance Well again.

Reaver

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« Reply #2 on: <10-02-16/2105:19> »
Howdy Dave,

Welcome to tabletop gaming!

That said, I am going to be 100% honest and say that SR is a very technical and complex game for a beginner.... That's not to say you can't learn it - just that the learning curve is pretty steep.

But don't worry, we got a good group people here that can help you out! I'll start off and you can be sure that others will chime in too....

Base character generation in SR is a piority system, meaning you choose what aspect of the character is most important (denoted by placing an "A" in that aspect), then the next important (assigning a "B") and then the next... and so on until all 5 aspects are filled up.

The 5 main aspects of a character can be found on the table on page 65 of the CRB.
They are:

Metatype
Attributes
Magic/resonance
Skills
Resources

Basically, you decide what type of character you are building first, then assign a piority to the aspects as needed to make your character.

That said, some options have a higher cost then others. For example, its easy to play a human character, and you can assign any piority (A,B,C,D,E) to play a human. However, if you want to play a Troll, you MUST assign either A or B to your metatype.

For example:
I want a human mage for my character so I assign my priorities like so:

Metatype: E (human)
Attributes: C (16 points)
Magic: A (magician)
Skills: B (36/5)
Resources: D (¥50k).



Does that help you out a bit?
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.

EliteStomper

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« Reply #3 on: <10-02-16/2140:35> »
I am so excited to actually be getting reply's this soon from people being so helpful Thanks SO MUCH YOU'RE AWSOME!!!!

The Character I am looking at is an Elf with a mixture of skills like Street Samuri, Decker, and a low-level Spellcaster maybe. I would also like him to be a Cyberwearer.

According to the back story I was working on He is an Elf child that was left at a hospital as a newborn upon closure examination the Hospital staff found that he was  he was missing his right arm both legs and he was blind in one eye. The Hospital immediately thought of sending him to the organ growth center were disable children are used to provide organs for people with-out difformities like his. Instead the Mitsumi Corp which owned the hospital had the now teenage elf sent to the Cyber-Teknics Labs in Seattle where they build enhancements for soldiers coming back from war missing their appendices. Since they owned the Elf outright they could use him as they wished as a test rat. He was given training a new lease on life with two cyber Legs and arm and dwarfs eye severely enhanced of course. Finally while training he killed three marines that had continued to abuse and hurt him on a regular basis. he escaped from the facility killing and hurting anyone in his way.   

That kind of what I was thinking

Reaver

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« Reply #4 on: <10-02-16/2216:22> »
Word of advice, read the entire book cover to cover 3 times. Don't worry if it takes you a month or two :P

The reason why I say this is because SR is very complex and has a lot hidden in the rules that make some character ideas unattainable.

Generally the split is called the Magic-Tech Divide. Basically Magic and technology do not play well together... the more tech you have in your body, the less powerful and more dangerous to use magic becomes! To the point that if you have too much tech in you (cyberware, bioware) you just CAN NOT use magic.... or ysing magic does more damage to you then your target!

The game is also set up in such a way that getting into multiple archtypes is not really feasable. (That said, nothing stops you from branching out later in you character's career).

The base mechanics for SR run off a simple ATTRIBUTE+SKILL roll. (Add you attribute to your skill to gind how many dice you are rolling).

So to have a good dice pool, you need a good attribute score and a good skill score... and given the limited number of points you have for your attributes and skills at the start, it makes it hard to have everything high enough to be good.

Generally speaking, you want to pick a single archtype to start, and worry about branching out as you progress through your character's career.

The base archtypes are:
Face (a talker, con artist, and dealer. Focus on social skills)
Rigger (a pilot of drones and vehicles)
Decker (a hacker of the matrix - an advanced internet)
Technomancer (a 'magical' hacker or rigger)
Mage/shaman (magic user)
Adept (magic user, combat or social focus, but concentrates on self improvement and not throwing fireballs)
Street Samurai (tech focused combat character)

And that's just the common ones!
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.

MijRai

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« Reply #5 on: <10-02-16/2247:03> »
What I would suggest for you currently is cut the magic overall, and maaaaybe start to dabble in Decking, but focus most (75%+) of your character's resources on being a Street Sam/'runner in general (my rule of thumb is to have 1-2 points in Con, Computers and Sneaking automatically, as if you can't do those you're probably not that good a criminal).  Reaver is correct about the Magic/Tech Divide, and stretching yourself too thin at CC leads to a bad time. 

The Priority is pretty easy, though:
A- Attributes
B- Nuyen
C- Skills
D- Metatype
E- Magic

That's what I'd do.  Attributes build the better character, the nuyen is enough for everything you'll need to start, the focused skills will keep you going on the right track, etc. 
Would you want to go into a place where the resident had a drum-fed shotgun and can see in the dark?

Senko

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« Reply #6 on: <10-02-16/2344:12> »
Welcome.

As reaver said shadowrun as a game system really requires you either play in a group who all are willing to start off with low level skills/foes or specialize in one given role. They're a lot more knowledgeable than me about these things but I'll toss my own advice here as as well. I'm dividing it into two sections, section 1 is a bit of a description about the difficulty in combining tech and magic specifically with your character idea, section 2 is some more general advice on the priority system and section 3 will be some advice on how to create your character. Hopefully I don't confuse you too much, some of this may be obvious but since its your first RPG I will try to be detailed just skip it if you understand that part.

Section ONE
There is the potential for a heavily cybered mage but not at character creation its not a dresden style magic causes tech to malfunction but magic (and some qualities) are heavily dependant on your essence. That is a base starting mage can for this example have magic 6, essence 6 now if they get the basic cybereyes (20/20 vision, image link, built in camera and 4 capacity for upgrades) at the standard grade (a topic for another time) for 4,000 yen that is 0.2 essence.  The mage has now got 5 essence (well 5.8 but it rounds off to whatever hurts you more for all intents and purposes) and also lowers their current and maximum magic by 1 to 5. The only way to raise your maximum is to initiate which can only happen after character creation, gets expensive and also requires you purchase magic seperately to raise your current value. That is if the mage here initiated they would have 5 magic and a maximum of 6 but they would then need to purchase the increase to raise their current magic seperately.

So and keeping in mind I almost never touch cyberware as I like mages your character would be looking at something like this for the basic models (better ones come with other advantages but cost  more, more on that in a moment) . . .

Cybereyes: 4,000 yen, 0.2 essence.
Cyberleg * 2: 15,000 each (30,000 for the pair), 1 essence each (2 for the pair).
Cyberarm: 15,000 and 1 essence.

That is going to cost you a total of 49,000 yen and will lower your essence and magic values (if you take a caster option) by 3.2. Your character will thus have a starting esssence of 2.8 and a penalty of 4 to their magic if you make them a caster or have caster attributes. Better grades and bioware can shift this around a bit but lets not get too complicated. This is why its very hard to make a heavily cybered mage at creation. Later on like I said when you've initiated you can take the hit a bit more easily but even then its not the best idea.

In addition to the above issues a mage who's magic drops to 0 can not use magic any more and can never again raise it. That is if your magic drops to 0 you can't purchase it back up to 1 it is now gone forever for that character.

Section TWO
Ok general priority system advice.

First off take a good long look over the priority table on the bottom of page 65 to sort out what your character is going to need. The way this table is laid out can be a little confusing so lets take it apart and look at each piece individually.

Down the left most column are your priority values while A, B, C, D and E while the top most row (ignoring the priority column) are what you can assign to each priority i.e. metatype, attributes, magic or resonance, skills and resources. Each priority can only have one item assigned to it i.e. if you make metatype priority A none of the others can have an A priority. So for example what you may wind up something like this Metatype (A Priority), Magic (B Priority), Skills (C Priority), Attributes (D Priority), Resources (E Priority). That will then affect what your character starts with to spend.

Now each category you can assign to a priority gives you certain options to pick/spend for your character. The lower the priority the less you will have to spend in that section for example if you make resources priority A then you will have a lot more yen to spend than if you put it at priority C. The way to work out what a priority gives you on the table is to look at the priority you want e.g. C and trace a line across the table to the category you want to put at priority C and see what it gives you.

So what are the categories and what do they mean? I'll address each one individually.

Metatype. This affects two things special attribute points and race. Special attribute points can be spent to raise magic, resonance or edge up to your racial maximum, how many you have to spend is dependant on your race and the priority value but I'll come back to that in a moment. Race determines what race you are elf, dwarf, troll. Now the thing to bear in mind here is that the more powerful (or rare) races require a higher priority in order to select them. A troll (very physically powerful race) can only be selected at priority A or priority B to play while an Orc who are less physically powerful but still stronger than humans can be chosen at A, B or C. How many special attribute points you get to spend is dependant on a mixture or priority and race. So the orc a less powerful race at priority B will get 4 special attribute points to spend while the Troll at priority B gets none. To work out how many special attribute points you will receive on the table you need to look at the number in brackets after the race name. That is find B on the left and trace it across to metatype where you will see a list of the races available at that priority and then the special attribute points you will receive. For example Elf (6) means you can play an elf at priority B and will receive 6 points to spend on special attributes.

Attributes is how many points you have to spend on your characters basic attributes (body, agility, reaction, str, willpower, logic, intuition, charisma). Each of these attributes starts off a normal value of 1 with a maximum of 6 (Racial limits affect this but I'll get to that in a moment) and you can spend these points to raise them. Generally you will want to have the attributes for your role as high as possible because the cost for raising them after creation increases exponentially so while at character creation you can spend 2 points in str to raise it to 3 after creation you will need to purchase each increase for karma. That is you will spend X karma to raise it to 2 and Y karma to raise it to 3, if you want to raise it from 1 to 3 you will need to spend X + Y karma there are no discounts.
Now the various races have different racial maximums and if its a positive increase e.g. trolls having a maximum str of 10 that means they have +4 more str than a human 6 + 4 = 10 so you also add that to their minimum value 1 + 4 = 5 so a troll's str will range from 5-10 depending on what you spend here. If your race has a maximum over 6 then that is generally something you will want to raise to its maximum if you can because it will wind up costing a lot more later.
At character creation however you can only have 1 attribute at its maximum level so if you raised the Trolls str to its maximum 10 you couldn't also raise its body to 10. 9 would be fine though.
The number across from each priority is how many points you have to spend obviously and these can't be spent on the special attributes.

Magic or Resonance ok this one determines basically how good you are at being one of the awakened character types of a mage, adept, technomancer or mystic adept. The bit in yellow tells you which awakened options are available at that priority e.g. mage can be taken at priority A, B or C. The bit in white tells you how much free stuff you get for that option at that priority e.g. mage priority C will give you a magic rating of 3 (before you spend any special attribute points) and 5 free spells, at priority B you get a magic rating of 4, two of the magic skils at a rating of 4 (again no need to spend points) and 7 free spells.

Skills is how many points you have to purchase the various skills e.g. automatics or spellcasting. You will see its got two numbers divided by a / like so 46/10. The number before the / is how many skill points you have to spend on individual skills or specializations. A specialization costs 1 point at creation or 7 karma afterwards and gives you a + 2 in circumstances where that bonus would apply e.g. perception rating 3 with a specialization of vision would cost you 4 points and allow you to roll X dice normally to notice something or X + 2 when its something visual. So if you had intuition 3 you would be rolling intuition (3) + perception (3) = 6 dice (plus modifiers) to hear a beeping comlink or intuition (3) + Perception Specialization (5) = 8 dice (plus modifiers) to see someone sneaking off into a nearby alley.
The number after the / is how many points you have to purchase a group set of skils for example firearms. Lets us say hypothetically you wanted to purchase automatics, pistols and longarms at rating 3. You can purchase each one idividually for 9 points (automatics 3, pistols 3, longarms 3) using the number before the / or you can purchase the firearms group for 3 using the number after the /. So if you had put skills at priority A you would have 46/10. To get those 3 skills at rating 3 indvidually it would leave you with 37/10 to spend, if you purchase it via the group option it will leave you 46/7 to spend.

Finally resources is how much money you will have to spend to purchase gear, fake id, lifestyles, cyberware and so on. The higher the priority the more you have to spend.

Section THREE
Ok now your character could be made at creation but you would up struggling to keep up with most groups. What you want is . . .

1) Limited spellcasting.
2) 1 cyberarm, 2 cyberlegs, cybereyes.
3) Various skills.
4) Elf

So what does this mean in fact? First off you need to work out what the minimum costs of this would be. Going for the base models as I said above you will be looking at . . .

Yen: 49,000
Magic Penalty: -4

This means the minimum priority you can put resources at is D or 50,000 yen. The problem with this is that all but 1,000 yen is going on cyberware which will limit your options for lifestyle, gear, qualities (if you exchange karma for cash at creation).
Magic you have to have at least 5 and even so your going to be a very limited mage as you'd only have magic 1 after applying that 4 penalty leaving you with a current magic of 1 and a maximum of 2.
Still if you do want to do this you have a few options depending on how you balance metatype and magic priority. If you put Elf at priority D that means no special attribute points so magic has to be A since B or C will see you hit 0 and not be able to use it. If Elf is C you can spend special attribute points for enough magic to keep at least 1 rating after applying your cyberware penalty. However edge is very, very good and you generally want to spend at least a few points in it if you can.

This gives us a general framework of . . .

A
B
C: Elf, magic and resources can be placed here or above but you need to be careful when balancing.
D: If Elf is placed here magic has to be 10. Resources shouldn't be placed here if you can avoid it.
E: Elf, Magic and Resources can't be placed here.

The important thing to note here is that since elf, magic and resources can't be placed at E then either attributes or skills has to be put here. So either your very weak at a base level (12 attribute points to spend over 8 attributes) or very unskilled (18/0 skill points to spend + maybe a few magic skills for free).

So that's about all the advice I can give until we narrow down what you want with this character because making a character who can do all the roles from the start is while not impossible going to end up with someone who can do a lot of things very badly rather than someone who is skilled in a lot of areas. There are people like Reaver who have characters like that but that's because they've been playing so long those characters have literally thousands of karma and have branched out and picked up secondary skills since their primary ones are so good.

Me I'm a lot like you I want a samura/mage/decker with some bioware however I start off with a straight mage with enough skill in firearms to point an automatic machine gun in the general direction of the enemy. That said I've never played a game long enough to actually pick up the decker/sam parts of the build as mage is very expensive.

Still that's besides the point. Where we need to go now is for you to work out more specifics of what it is you want and then we can try to figure out a way to balance it. Do you want to be a mage with a little ability to shoot at things, a fighter with the ability to cast a few spells, is having all that cyberware at creation important to you? In which case do you want that cyberware, fighting skills and a largely untapped magical potential or do you want it plus magical skill struggling against the limitations of your own body?

markc

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« Reply #7 on: <10-03-16/0235:18> »
Welcome to the wonderful world of Role-Playing

I agree with Reaver, read the book 3 times cover to cover. But while doing that make some PC's and then post them in the forums so people can provide some feedback to you.

As to concept it seem you want everything, which often makes a poor PC (player character) or a PC that just does not work out.
 So I would create 3 PC's, a spell caster, a decker and a cyber guy/gal and see what you like and do not like. Then see if you can meld them into 1 PC that you would like to play.

MDC

Overbyte

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« Reply #8 on: <10-03-16/0419:49> »
The Character I am looking at is an Elf with a mixture of skills like Street Samuri, Decker, and a low-level Spellcaster maybe. I would also like him to be a Cyberwearer.

OK. So while maybe a character like this MIGHT be possible. Forget about it for right now. Why? Because
1) To be a Samurai requires Money, so does being a Decker. So its hard to have money for both.
2) Being A Samurai requires cyberware which lowers your Magic. Magic is the stat used to be a spell-caster.
3) Samurais, Deckers and Mages all use different stats, so you would want high stats everywhere.

Now.. while all this might be possible for an experienced character builder to put together and not have a completely useless character it would be extremely difficult. So instead. As markc said, trying making 3 different characters to get a feel for how it is done with simple characters.
There are many options to how you might want to build your character but here are ways you might put your priorities:

Samurai:
A - Attributes (24 points)
B - Skills (36 Skills / 5 Skill Groups)
C - Money (140,000 nuyen)
D - Human or Elf
E - Mundane (not a Magic User)

Decker:
A - Money (450,000 nuyen)
B - Skills (36 Skills / 5 Skill Groups)
C - Attributes (16 points)
D - Human or Elf
E - Mundane (not a Magic User)

Mage:
A - Magic (Mage, 10 spells, 2 Magic Skills at 5)
B - Attributes (20 points)
C - Skills (28 Skills / 2 Skill Groups)
D - Money (50,000 nuyen)
E - Human

Now this is in no way the only way to pick your priorities for these archetypes. You can easily mix these around to suit you, particularly if you also want to be a Dwarf, Ork or Troll, you would have to move them around so you could use a pick to get the Meta-type you want. But try to make a human first. It is the easiest to do.

Nothing is foolproof. Fools are so ingenious.

HobDobson

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« Reply #9 on: <10-03-16/0449:08> »
Word of advice, read the entire book cover to cover 3 times. Don't worry if it takes you a month or two :P

The reason why I say this is because SR is very complex and has a lot hidden in the rules that make some character ideas unattainable.

Generally the split is called the Magic-Tech Divide. Basically Magic and technology do not play well together... the more tech you have in your body, the less powerful and more dangerous to use magic becomes! To the point that if you have too much tech in you (cyberware, bioware) you just CAN NOT use magic.... or ysing magic does more damage to you then your target!

To be fair, if your character's starting Essence is so low that you have 0 Magic, Maximum 0 coming out of the gate, not being able to use flashy spells is not your (or your character's) biggest problem. 

What follows is why Magic is Not Your Friend.

Let's look at the Healing Modifier Chart, at the bottom of it (buried on page 208, by the way). "Patient has implants":  -1 per 2 full points of lost Essence.

Now look one up from there. "Patient is Awakened or Emerged" (i.e., does magicky things with mana or code): -2

A few lines further up, because it's always raining on a poor chummer's head, is some more bad news. "Bad conditions (combat, bad weather, swamp)": -3

After your character gets shot up one side and down the other (Because "Geek the mage first!"), they've got -7 dice to any Healing check. As Senko's explained, Resources is probably not a high enough Priority to have a very good medkit on hand. That means that someone other than you needs to be a very good doctor and very close by, or your character is going to be burning Edge to survive long enough to spend the next run in the hospital ("Shadowrun Concepts", p. 57)  :'(   

This assumes you haven't taken the Negative Qualities "Low Pain Tolerance" (p. 82) and/or "Slow Healer" (p. 122 of Run Faster, for Changelings)

There ARE health spells in the game. Spellcasting 6 + Magic 1 + -7 in modifiers = at least you get to roll the default 1d6. That's a 33% chance to heal 1 point of physical damage. Roll Logic or Charisma, plus Willpower dice to reduce the incoming 2 points of stun damage from Drain.

Let's say you want to cast Combat Sense, to find your enemies before they can fill you up with bullets. That's fair, right? Spellcasting 6 + Magic 1 = 7d6 dice pool for a Force 1 spell, with a limit of 1, default drain value of 2, for +1 to Reaction when Surprised, etc. There's a decent chance of taking 0 or 1 Stun from Drain instead of 2.

Someone then tells you that you could "over-cast" for a Force 2 spell, and roll 8 dice to ... you could just buy 2 hits from that pool (p. 45 "Buying Hits"). +2 beats +1, right? You could even use reagents (p. 316) to increase your Limit, and have a chance to roll more than 2 hits. At this point, your GM should be at least smirking. Page 281, under "Step 4, Cast Spell" is "if the number of hits (not net hits) you get (after applying the Limit or Edge spanding) exceeds your Magic rating, the spell's Drain is Physical instead of Stun damage". Why is your GM chuckling?

If the Powers What Be really don't like you, you've just rolled 6-8 hits of Physical damage and now need to look up "Wound Modifiers" (p. 169-170), "Knockdown" (p. 194), "Melee Modifiers" (+1 if opponent is prone, p.187), "Defense Modifiers" (-2 for you being prone, p. 189).  Now, go back up a few paragraphs, to check all the minuses to healing that 6-8 points of brand-new, still smoking, points of pain.  :-\  As some street brat nicks your credsticks, File the results under "Worst. 120 Nuyen Spent. Ever." (6 drams of reagents, p.461, "Magical Supplies").  :o

After all this, your character, sadder and wiser, probably wished they'd stuck to learning Arcana as a hobby, and studying Parabotany, Parazoology (You never know when you'll need them, until it's too late!) as college electives.

Or, maybe becoming an Aspected Magician - can go as low as Priority D at character generation, but can still astrally perceive and maybe do some enchantment for the team in down-time - may work a bit better.

‘The difficult we do immediately, the impossible takes a little longer.’

Word of advice, read the entire book cover to cover 3 times. Don't worry if it takes you a month or two :P

So true, I'm quoting it twice!

Now a bit of disclosure: I'm on my first Shadowrun character and campaign (SR4A) myself. Magic can be fun, once you get the hang of it! The right spell or summoning at the right time will remind everyone around you that the First Rule of Combat is "Geek the Mage".

The poor sod's a bit of a non-optimized generalist - the sort of character people are recommending you don't build. This is because:
a) His dice pools are rarely great, and never maxed out. Not that it matters much, the way I roll.
b) It's tripled the number of rules I need to keep track of. Thumbing through multiple books does slow down play.


On the other hand, he can back up nearly each member of the team in their primary tasks. In an ongoing campaign, that teamwork edge has been well worth the trouble of looking up another set of tables/rules.

Reaver

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« Reply #10 on: <10-03-16/1127:14> »
(Building the perfect character shouldn't be Stomper's first piority. Just try to get a feel for how things go....)

Shadowrun is complex, and a littke intimidating for a new player. Just take deep breaths, read slow, and ask questions! People here will answer them - that's what happens here. 85% of this site is people asking questions.


But don't worry! Once you get the hang of it. The only limit to your enjoyment is your imagination!
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.

Beta

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« Reply #11 on: <10-03-16/1206:09> »
I think others have hit on these points already, but just going to put a bit of background/philosophy around that.

Two concepts that you’ll find in most role-playing games (RPGs) – and which you don’t see in many books and movies – are growth and party-play.  These are generally considered good things in RPGs, but allowing for them is the reason why you can’t design a super-badass, good at everything, character.  It is intended as a feature, not a bug.

Growth.  In most role-playing games you don’t start as a fully fleshed out hero, but more of someone just starting to be out of the ordinary.  A few games start you at extremely early points, while some have rules to make you more fully powered, and I’d say SR is about in the middle of that.  In almost all games,  a big part of the game is development and growth of the character over time.  To allow room for the growth, most games start you off just strong enough to do some cool stuff, but with lots of room for growth, and lots of stuff you don’t have or can’t do just yet to make you thirsty for that growth. 

If you’ve played many video games, you may have played one where your character gains levels as you accomplish things, and with each level you get certain defined improvements.  A lot of pen-and-paper RPGs take that approach (and the game that started it all, Dungeons & Dragons, does it that way), but SR doesn’t use a levels system.  Instead, after each run ins SR you’ll generally get rewarded with money (nuyen) and karma, which you can spend on ‘stuff’ and personal development respectively.  This means that you gradually get better gear, no more spells, get faster, and you get to choose where to focus those improvements.  The process is gradual, but it all adds up over time.  The priority system helps make this happen, by ensuring that you aren’t good at everything at the start of the game.  You can be pretty decent in some areas, but you will be weaker in others.

Party-Play:  Most role-playing games are played in groups.  To help each character in the group be distinctive and have their moment in the spotlight, many games make it so that characters are good at different things.  Looking back at Dungeons & Dragons, it used character classes (you played a Fighter or a Rogue or a Wizard, etc.), and the predefined improvements as you gained levels were mostly about making you better at that roll.  SR doesn’t use a class system, but the same general theory is there.  It rewards you for a degree of focus, so that a character can often be broadly categorized as a Street Samurai, Decker, Face, etc.  Almost every character will have ways they can contribute in a fight, but for some of them their real moment in the spotlight will be in the non-combat situations.

Something that SR never says explicitly, but which is there when you look at character creation costs vs in-game improvement, is that one way that SR combines those two concepts is encouraging you to be good at your specialty to start off, and weak at most other things, then to shore up those weaknesses in play.  In other words, it pays to specialize in a particular area.

For example, say you are building a character and in your first pass you have put 5 skill points into Hacking and 2 skill points into etiquette, and you find you have one skill point left over that you would like to put into one of those two skills—where should you put it?  It might seem to make sense to put it into the lower one, to be better balanced, but the rules push you the other way.  See, in play it will cost you six karma to buy Etiquette from 2 to 3, but it will cost you twelve karma to buy Hacking from 5 to 6 (cost of improving a skill is twice its new value, and you have to buy the improvements one point at a time).  You typically get around six karma per run, so to look at it another way after two runs you could improve two skill from 2 to 3, but only one skill from 5 to 6.

The same math applies to improving attributes, by the way.  And the high-end gear (the decent cyber-deck for deckers, the top end wired reflexes for a street samurai, etc.) can be bought at character creation but are very hard to save up for in play.  So in practice you want to buy a few key skills at high levels, then just some basics in other areas, you get key high-end gear if you are that sort of character, you focus on your most important attributes rather than being about even in all of them, etc. 

Which is why you can’t make a good elven samurai-spellcaster-decker.  For that matter, you can’t even make the characters that show up in most of the fiction, they are mostly better than starting characters.  But I assure you that you can build an interesting and compelling character that can do cool stuff -- and if you find a group to play with and work with other characters, between you all you'll definitely do plenty of amazing things and end up with lots of great stories.

And now I’ll point you back to everyone else’s advice :)

MijRai

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« Reply #12 on: <10-03-16/1239:03> »
Don't let the complexity scare you; it's pretty simple in the end, as you just add up dice pools (Attribute+Skill+Modifiers-Penalties) and hope for fives and sixes.  While keeping track of everything can be a little difficult to start, it's honestly a part of why I enjoy the game.  It's a sight better than the first RPG I started with- Exalted 2nd Edition.  If you want broken... 

The community here is happy to help, and feel free to use that to full effect.  As Beta and others have said, it is best to narrow your focus to start and then spread out from there after your basics are secured. 
Would you want to go into a place where the resident had a drum-fed shotgun and can see in the dark?

Mirikon

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« Reply #13 on: <10-03-16/1300:43> »
When making your first character, remember the KISS principle. Keep It Simple, Stupid. Don't try to come up with the backstory to Johnny Mnemonic. Don't try to do the Major from Ghost in the Shell. Just pick a simple concept that you can sum up in three words, like 'Human Street Samurai'. Write a paragraph about his personality, and a three paragraph backstory, focusing on Childhood, Teenager, and How they got into the shadows.

Now, don't get me wrong, I love me some complicated backstories and really cool character builds. But I've also been making characters for fun in thirteen different editions of various games over the last fifteen years. My first Shadowrun character, however, was me taking the Elf Combat Mage sample character from the SR4 core book, switching the Blades and Pistols skills, and getting a couple different spells. That's it. Over time, the character grew, and as I picked up more of the lore, I changed him to being a Tir nobleman who was in the shadows after an 'incident' during the 'unpleasantness' going down when Crash 2.0 happened. But that first game, I really had no idea of who the character was, or where he'd be going. I just got something together so that we could play.
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markc

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« Reply #14 on: <10-03-16/2020:06> »
I would also see if you can sit in on a game or watch a game either in person or online as often just watching what people are doing can help you out a lot learning a game.
MDC