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Stealthy martial artist adept

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All4BigGuns

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« Reply #30 on: <01-29-12/1622:07> »
You can't boost a skill over 1.5 (round down) its base value with Improved Ability.

That explains a lot.

Dang, 11P (and as a bonus, I've used every single power point. No more 0.0625 bugging me.). If anyone ever found out, he'd need a license for those limbs. And yeah, I understand that about Mind Over Matter. The thing is, I don't know what I'd do with an extra 10 BP. Get some dice in other skills, I guess.

By the way, now that I have Gymnastics instead of Dodge, what do I roll for full defense? Gymnastics+Gymnastics+Reaction?

Is he former spec ops who now hunts vampires?  8)

Actually, I never saw Buffy. ^_^ I didn't know about the name until a friend told me. In any case, he was born Riley Senlis. Finn was his mother's surname.

In my opinion, while you can use Gymnastics skill to replace Dodge on Full Defense, it'd still be a good idea to have some in Dodge for cases when you're not Full Defense and blocking is generally a bad idea (such as being unarmed when someone is swinging a vibro axe/sword or monofilament whip at you. (Note- The other GMs (as well as myself) rule that to take Full Defense, you have to declare that on your action. Meaning that if the enemy beat you in initiative, you can't be in Full Defense--unless it was declared the previous IP, first pass of combat...well no Full Defense at all before your action.

On the other note, at least you got the reference. ::)
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

UmaroVI

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« Reply #31 on: <01-29-12/1629:28> »
If you have the houserule that you can't take actions from future passes to full defense, that just makes full defense an even worse idea than it already is (right now, it is a very niche move).

Again, unless you have houserules, you can use Unarmed to defend against swords and whips and stuff just fine; presumably you do this by stepping inside their reach and blocking their arm or something.

Melee full defense would be Reaction+Unarmed+Gymnastics or Reaction+Unarmed+Unarmed, whichever is better. Melee regular defense is Reaction+Unarmed.

Ranged full defense would be Reaction+Gymnastics, ranged regular defense is Reaction.

If you had Dodge, it would be

Reaction+(Dodge x2 or Unarmed x2, whichever is better), Reaction + (Dodge or Unarmed, whichever is better), Reaction, and Reaction+Dodge, respectively.

All4BigGuns

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« Reply #32 on: <01-29-12/1635:07> »
If you have the houserule that you can't take actions from future passes to full defense, that just makes full defense an even worse idea than it already is (right now, it is a very niche move).

Again, unless you have houserules, you can use Unarmed to defend against swords and whips and stuff just fine; presumably you do this by stepping inside their reach and blocking their arm or something.

Melee full defense would be Reaction+Unarmed+Gymnastics or Reaction+Unarmed+Unarmed, whichever is better. Melee regular defense is Reaction+Unarmed.

Ranged full defense would be Reaction+Gymnastics, ranged regular defense is Reaction.

If you had Dodge, it would be

Reaction+(Dodge x2 or Unarmed x2, whichever is better), Reaction + (Dodge or Unarmed, whichever is better), Reaction, and Reaction+Dodge, respectively.

Meh, the ruling seems to work in the other games we play (for the most part though there are exceptions). Actually...come to think of it, I don't think we've ever really used Full Defense in SR. I know that I prefer to shred my enemies as quick as possible with a full narrow burst from an assault rifle before they have a chance to fire, but the last assault rifle wielder I actually played had enough recoil comp (don't remember how) to take no penalty on full narrow burst.
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

UmaroVI

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« Reply #33 on: <01-29-12/1641:46> »
That's like saying that a houserule making rifles suck works well because nobody uses rifles in the games you've played in. Well, yeah, it's not surprising that nobody uses full defense under those houserules because it's a terrible choice in anything but the most contrived of circumstances.

Halancar

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« Reply #34 on: <01-29-12/1830:28> »
I am assuming you already know this, but nothing other than reloading revolvers and readying throwing weapons checks your "real" agility; Mind over Matter makes it irrelevant. I don't think you need to fill bad about 1 Agility - that's how you are supposed to use Mind over Matter.

Hmm, how about the Decrease Agility spell ? Mind you, as a Healing spell it is automatically Touch range, and if a (presumably) squishy mage gets that close to you and you haven't used your Critical Strike on him you deserve to get spelled :)

UmaroVI

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« Reply #35 on: <01-29-12/1920:29> »
Mages can oneshot you just as well with about a zillion other spells that don't require them to make touch attacks. And Agility 2 won't save you there anyways.

RdMarquis

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« Reply #36 on: <01-29-12/2138:29> »
Attribute issues aside, is this character viable now? Anything else need fixing?

UmaroVI

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« Reply #37 on: <01-29-12/2152:14> »
I don't see anything further and I think it looks fine.

RdMarquis

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« Reply #38 on: <01-29-12/2155:05> »
Cool. Thanks again for all your help.