From: | James Nichols <mindcrime@***.campus.mci.net> |
---|---|
Subject: | Phys Ads and Melee Combat |
Date: | Fri, 26 Apr 1996 17:12:34 -0400 (EDT) |
>To: shadowrun
>From: James Nichols <mindcrime@***.campus.mci.net>
>Subject: Phys Ads and Melee Combat
>
>About Phys Ads
> It just seemed to me that FASA has made boosting Phys Ads stats
>(including Reaction and intitiative) unreasonably hard to improve compared to
>the cybered/bioware-ed equivalents.
>
>A few cases:
> 1. Starting off with Reaction and initiave : a PhysAd (PA from
now on) with Quick and Int of Six would take 12 FRAGGING point
of magic to get a +3 Reaction and +3 intiative dice boost as
compared to
> 5 essence points for a Sam to get Wired 3 which still has an extra
> 3 points of Reaction boost. Now to settle any potential "Yes,
> but a PA can keep initiating . . . "arguments, in the time it
> would take a PA to initate 7 times at the exclusion of all else
> I would think a Sam would be able to have found alpha and beta
> level cyber shops. Thank Goodness my GM uses a combo of Version
> One and Two Phys Ad Rules on some things.
>
> 2. Improving Attributes: A Sam can boost Str and Qui with Muscle Aug
> up to 4 points. If the initial stat was below Racial max it can
> be still be raised for the natural cost (i.e. not the cybered stat
> level). Also the cost for the cyber is based the level purchased
> not the new stat level. A PA on the other hand can only go up to
> 1.5*Racial Max, using a human (the generic average) with a stat
> to be improved of 6 would have to pay 4.5 magic points to go to
> a level of 9. And for regular Karma improvement say the stat was
> 3 and boosted to 5 (2points of Magic) it costs 6 points of Karma
> as compared to a Same having to pay 4 points all levels being the
> same.
>
>Whew glad to get that off my chest. If any of the above was erroneous please
>correct me. Thanx!
>
> 3. Boosting Int.: It seems I remember reading somewhere (but very
> unsure) that most things that cyber can boost that aren't
> inherently technical (i.e. commo gear, data jacks, etc.) could in
> some fashion be done magically. Ignoring Encaphalons, why can't
> the equivalent to the Bioware intel. boost be allowed.
>
> 4. Last Rant (about PA's and aren't you glad ;) ) Deadly wounds,
> essence loss, and magic loss. A Sam gets a deadly wound. Lives
> but has damaged cyberware. Well that blows but providing he has
> the funds can get a replacement or repair. A PA might lose a
> point of Magic and while the wound may not have caused any
essence
> loss; if, now that he doesn't work as well as before decides to
> put in some small cyber (less than a point of essence) he still
> loses another point of magic.
>
>Looking at all of this, other than for the sheer "neato" factor playing a PA
>just doesn't seem like a wise thing to do. (But I MUST have a high "neato"
>factor! and thus my enjoyment of PA's)
>
>It seems that FASA, having seen that PA's were (admittedly) too powerful in
some
>respects (autosuccesses, etc) went too far in the other direction in Version
>2 rules.
>
>And now for something completely different: (but first I need to refill my cup
>of coffee)
>
>the Unarmed and armed melee skills:
>
>
>(Note, all the following applies to JUST Unarmed and Armed Melee and not
>Concentrating in other combat skills.)
>
>without getting into the various combat systems I've seen people work up (which
>I did like some of them but yeesh, that starts getting complicated) as a rough
>idea I don't think it would be unreasonable to give some type of bonus to
>someone who has just the General Skill as compared to someone who has Concen-
>trated into specific styles.
>
>I would like to think of general skill as street fighting, someone who has
>learned the hard way or maybe picked up bits and pieces of a lot of styles to
>suit his style of "duking it out".
>
>A person who has Concentrated, recieving or having recieved formal training,
>in a style would get better faster (less karma required)
>
>But in a fight between two people with 6's in Unarmed and a Concentration of
>Unarmed the General skill guy is probably a little more unpredictable and
>able to anticipate the unexpected better than the other guy.
>
>Does a TN# modifier in favor of the Generalist seem out of order, EITHER adding
>one to the Concentrated fighter's TN# OR subtracting one from the Generalist.
>
>Thoughts? Comments? Without getting into technical debates over various
>martial arts styles, please.
>
>
>I may lurk for a long time, but dammit, when I post, I POST.
>(and being on my 5th cup of joe doesn't hurt either, heh)
>
>James Nichols
>