Thanks for your detailed answers! This really helps a lot!
As suggested by Stainless and Lormyr, we are planning a
"Session Zero", where we will discuss:
(1) whether or not we want to play characters with decent strenghts and weaknesses (meaning a tendency to min-max);
(2) if the GM should avoid or take advantage of the character's weaknesses.
(3) Furthermore, the question of restrictions will arise.
So, some further thoughts concerning our situation. Maybe, you have some advises for our upcoming conversation on "Session Zero"...
1.) The Problem: Our first character creation:When we created our last characters for the "30 nights" adventure, everybody was having
- all attributes between 4-5 + one maxed out + further Augmentations
- almost any skill on rank 1 + two or three maxed out (depending from Metatype) or several on rank 3.
- Augmentations that increased their strenghts even further (e. g. Reflex Booster +3, Zerebral Booster +3, etc.).
All in all, characters were really good in 2-3 skills while being good in 1-2 skills and medicore in the rest. All had a firearms pool of at least 10 (with specialization). This setup seems a consequence of the amount of attributes any character had.
Concerning the "30 nights" adventure our GM said that even a non-maxed character would be much better than his opponents. The problem seems that
"A Gutter Punk stays a Gutter Punk", like Finstersang said. This concerned social encounters as well - but we mainly experienced this in fights (I already described the problem of "melting enemies"...).
Regarding the "szenario" or "playstyle" our idea was to play more like "medicore Street Runners". But in our experience, all encounters were too easy and challenging enemies would have been of a professional rating of 5+. Most people said that our GM should easily adjust difficulty, but:
Our GM doesn't want to adjust any encounter of the adventure, because: - Adjustments to fights mean a lot of effort,
- while adjustments concerning social encounters and (maybe even smaller hacks) can be done almost "on the fly".
Well, it's at least
questionable, if Player characters can be nerfed in such a degree that low challenge rating foes (like in "30 nights") will be a challenge for them. The combination of attributes + skills makes this really hard, because characters easily can get skill pools of 8-10 - even without min-maxing. And if any character can easily get that AND wants some specialization/unique characteristics, how will you keep them from putting a few more points in one or two skills?
2.) Our second character creation:We thouht that the "Street Runner" rules could solve this problem, but - it didn't. The Street Samurai had an identical attack pool (16) and defense pool (12) because he
min-maxed even more - of course, by trading diversity. But it very clearly showed that the problem of "melting enemies" won't be fixed by that. Instead, the hacker complained of decently being nerfed, because he wasn't able to create such a one-dimensional character and the lack of Nuyen really caused problems to him. In addition, it also seems that Spellcasters could be overpowerd by these rules. So, we asked ourselves:
- Has the initial problem of "melting enemies" been solved by Street Runner rules? - No.
- Has it made characters even more one-dimensional: - Yes.
- Do these rules affect some archetypes more than others (Deckers, Riggers, Spellcasters)? - Seems so. Maybe.
- Will it cause more problems in the future? - Maybe.
- Is it worth the trouble? - Hm...
3.) So, here we are again - Session Zero:I expect, everybody wants to have at least some kind of specialization and to play in a lower/medicore szenarrio (doing medicore jobs, dealing with medicore foes). Street Runner rules didn't solve the initial problem. It seems, they even increased or caused new problems.
So, we are looking for easy adjustments that can be applied on character creation as a rule of thumb in "Session Zero". I had some general suggestions that I would be happy to be discussed here
before reaching our table. This is because most of our players doesn't know the rules that well (except fighting rules

), so they would be able to estimate long term effects of these decisions (neither do I).
I would be glad, if these suggestions could be discussed in this thread. I had the following ideas that also could be combined:
- Restrict Metatypes to D, D, C, B, E - that lowers attributes, what seems a major problem.
- Restrict max Attributes to 5 (+ Augmentation) on character creation.
- Maybe also restrict max. skills on character creation?
- Restrict Bioware to +2 (Zerebral Booster, Reflex Booster, etc.).
- In addition, I will try the Karmagen system suggested by Finstersang.
- I read that Spellcasters could be OP in restricted systems. Is this true? Does this have to be taken into account?
That could already have a huge impact on powergaming by leaving almost all choices on characters and without nerfing Nuyen based characters. But it seems that this can only be one pillar of the whole. In addition, the GM will have to make adjustments. This is still because:
"A Gutter Punk stays a Gutter Punk" and it seems impossible to adjust characters in a way that these "Gutter Punks" will be challanging.
Tell me, if I'm wrong, but character creation alone won't fix that, will it?Would be interested in your thoughts! Thanks in advance!
Kind regards.