From: | "Ferri Pagano" <Ferri_Pagano_at_STRM__Amsterdam1@******.com> |
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Subject: | Street sams vs physadept + texts. one more try |
Date: | Sat, 27 Jul 96 10:17:17 EST |
I thing I posted this before, but I never saw it in here, so I'm
sending this again.
when I started with SR, my group made a mitake with physads, we used
the resources points to build the physad, [50 for resources A] though
we forbade buying firearms skill with it.
We ended with good but not unbalancing characters, somewhat slower
than a street sam but really good at close combat.
Now we discovered the real rules..
6 points????????????????? you've gotta be kidding.
We have not been able to build an adept with 6 points that can have
even a remote chance vs any other class but a decker off the matrix!!
Is fasa's intention really that this should be the weakest class of
them all, or are we misinterpreting something.?
we wouldn;t mind starting as mr weak, but one initiation per extra
point????-be serious.
A typical physad has to give up cyber AND bioware and receives in
return a moderately fast initiative [IF he does not buy anything else]
and perhaps a few points of martial arts or weapon skill...
My point is: If our old characters, the equivalent of a grade 43
initiate!!!! are about as strong as a street sam [ very strong in
close combat, a bit weaker from range] then the class really has a
problem.
This imbalance stems from the fact that in the past street sams had
only 6 essence to burn.
When bioware appeared they got effectively another 6 [12 for trolls]
points to spend, and that's ok. Mages got new spells and stacked
locks.
Now with awakenings... physads got new cool powers... yeah sure... all
too expensive if you only have 6, of which you HAVE to spend most into
buying +3 d6 initiative, otherwise you are dead unless your GM ony
uses Fasa-archetypes... initiative is FAR too important in sr to be
happy with anything less. Doing this you end up with about 4+4d6
initiative... not really up to the 15-18+4d6 of STARTING street sams
[who spent their A resources wisely]
In our own campaign we still use our old wrong " " rule as we are
happy with it [we still don't allow buying of firearms skill, as we
wouldn't like firearms 16 or so], except for physical magicians, they
have 6 only.
Still, I believe we must be making a mistake somewhere, or there is a
serious problem with the rules, I've seen "combat minded" deckers that
are far better in combat than 6-point physads.-no, I'm not kidding.
Comments anyone?
Has anyone managed to build a GOOD starting physad?-one who can
compete.
F.
\
BTW: does anyone know why my mails often get to the list without text?
I'm using ccmail.