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Early versions of Move-by-wire (SR3 era) were much more lethal (You were pretty much guaranteed to get TL-X) and expensive and essence intensive and required regular maintenance. I sure hope we have a trustworthy cyberdoc who wont chop you up for spare par
Everyone knows you can trust a Technomancer. We're famous for it...
With today's tech you can be rigger. Sure the 'jump in' tech isn't there (although I could probably add it easy enough) but drones are already changing warfare. Fifteen years ago I went to a defence exhibition where there were robots you can throw that could roll and had a built in grenade. Look at what's happening in the Ukraine... drones are everywhere. In ten years time (game starting time) that's going to double down
Go to a toy store and there are a ton of useful things there. You aren't going to be fitting an assault cannon on one, but a few ounces of HE and you don't really need to.
I'm planning on upgrading into drones like this if we get upgrade time.
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A mix of bioware and tech is good. SR4 had 'mixing rules' I haven't read that bit of SR5 yet. Does it do '1/2 the essence cost of the lesser' there?
Move by wires are frankly GREAT. Skill wires for the win.
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Regarding the overlap - my character background lends itself to being pure spellcaster, but honestly, conjured spirits can break the game since they can be quite powerful in SR5 (either for or against the players >.>). I suppose I can use some of that 120 karma to learn some more combat orientated spells
My experience (with SR 1,3,4 ) is this is more of a theoretical 'could' than a practical 'does'. The drain rules are frankly brutal. You don't get average die. The cost is high. I don't have any experience with SR5
An example: last night I conjured a force three spirit (different game).
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rolled 5 successes using 11d6 with the Shadowrun 4th ed system with a target of 5 with rolls of 5,1,5,5,4,5,2,1,5,1,2. Summoning force 3 spirit .
Woot! Looks good
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rolled 4 successes using 6d6 with the Shadowrun 4th ed system with a target of 5 with rolls of 4,5,6,2,5,6. Spirit resist.
Crap. A force three spirit with 4!!! success. That's 8 drain
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rolled 6 successes using 13d6 with the Shadowrun 4th ed system with a target of 5 with rolls of 6,1,3,4,4,5,6,6,5,4,3,1,6. Resist drain
So I take 2 stun. 1/4 of my capacity. Pretty soon on minues... and that was for a level 3
If you actually use spirits a lot very soon you find that the die are not your friend. That level 5 spirit (the third time you roll it) will roll 7 successes and that's 14 drain. Sure you have edge but you burn through that too.
I picked force three because they don't go often that wrong. And force 3/4 spirits don't break the game.
The nuyen cost of the materials and the time makes conjuring very expensive. And depending on the edge rules, you will (every time I've tried it) start the actual game with hardly any edge left.
When you start using the spirits you burn through them very quickly is my experience. The conjured spirits are basically a fixed resource on the run, and you don't know if you will need it later...
This could of course be not an issue with unlimited money and downtime. I've never played with the unlimited money option, so it was a really major factor.