From: | Rand Ratinac docwagon101@*****.com |
---|---|
Subject: | Munchkinizing |
Date: | Tue, 17 Oct 2000 16:07:41 -0700 (PDT) |
improbable, getting lots of dice however isn't that
hard really. Hmm for instance let's take a rating 5
skillwire, a dedicated chipjack with a rating 10
wildcat soft which has a DIMAP 4 or 5 option
> ^^^^^^^^^
>
> Can't buy gear at Rating > 6 at character startup
(p.270, SR3)... otherwise, nice plan.
> Lady Jestyr
There is that.
I have a starting character who has 12 skills that he
can use at an effective rating of 12 each (although he
can only use one at once). He can even carry 9 of them
at one time (although the CED is only linked to one
chipjack, so only 3 of the skills (clustered softs)
can be used at rating 12 without switching chips, the
others at 6). Still, that ain't bad, considering that
10 of those 12 skills are non combat and 8 of the 12
normally don't have pools associated with them (the
pooled skills being computer, car, assault rifles and
launch weapons). I think having biotech, athletics,
stealth, demolitions, interrogation, etiquette,
negotiation and electronics effectively at rating 12
for a starting character is pretty nice.
And I don't even think it's munchkinous. Remember,
it's only munchkinous if PLAYED that way. :)
No, really.
====Doc'
(aka Mr. Freaky Big, Super-Dynamic Troll of Tomorrow, aka Doc'booner, aka Doc' Vader)
.sig Sauer
Can you SMELL what THE DOC' is COOKIN'!!!
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