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From: Sommers sommers@*****.edu
Subject: Skill Ratings (Re: Dice Rolls)
Date: Tue, 17 Aug 1999 12:28:25 -0400
At 11:47 AM 8/17/99 -0400, you wrote:
>Rand Ratinac wrote:
>
> > <SNIP>
> >
> > I think it's fair (in SR2), because, IMO, SR2 physads were hard done
> > by.
> >
> > *Doc' ducks...*
> >
> > I don't know if it'll be unbalancing in SR3, though. I suspect it
> > wouldn't. Very few characters will ever have more than 3 or 4 improved
> > skill dice in a single skill.
> >
>
> HUH?!? All of my players have made physads. It's not uncommon for them
>to put ALL the physad points into improved ability. I've had one physad
>with a Bow skill of 21, another with a Firearms (SR2) skill of 28, and a
>physad with Unarmed Combat of 18. That's just 3 examples. There have been
>others. Just a little input. You might have normal players, but some of us
>have AD&D transplants who min/max to the max.

Okay, under SR2 that would be illegal. I can't quote you page numbers off
hand, but under Improved ability it clearly states that the adept cannot
take more improved ability dice than he has the general skill for. So for
that Firearms skill of 28, he would have to have a firearms skill of 14,
and then spend 7 magic points on the improved ability. The only exception
to this was Athletics and Stealth, which could have unlimited amounts.

Under SR3, all skills (including Stealth and Athletics) have the dual
requirements of no more levels than either the skill or Magic Rating,
whichever is less. So even if he has a lot of points to spend, unless he
initiates he can't get higher than a 6.

In both versions, any character who has all of his abilities in one or two
skills is going to be woefully unprepared for a lot of situations. He's
going to be slow, not have any extra senses, be able to withstand higher
levels of pain, or any of the other cool things that adepts can do. Like
any other type of character, an adept that one-sided is going to be hard to
play effectively.



Sommers
Insert witty quote here.

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