Andrew Sayman <lorien@[EMAIL PROTECTED]
> writes:
>Let's do a walk-through. Firstly, I'll buy Unarmed Combat to 4. That
costs 40bp.
16; 40 would be for the Close Combat skill group.
>Secondly, I'll buy Unarmed Combat to 2 and Improved Ability to 2. That
costs
>30bp for the same dice pool.
26, actually.
>Buying a specialization gives both a dice pool of 6
>for both,
We can leave that out for simplicity.
>As far as I can tell, you're completely wrong about Improved Ability even
before
>we get to gameplay.
He's right, I think.
>Once game actually starts, (1) has an Unarmed Combat of 4. To raise that
to a
>five and get a 5 dice pool, he must pay 10 Karma. For (2), he need only
spend 6.
There you're right.
> That's about 1-game session faster to get the same dice pool.
Except that (2) has already sunk 5 points into the Adept quality.
But that really only means that the initial cost takes a little
while longer to overcome.
I think the real value of Adept powers is the ability to
get past the unaugmented maxima. Sure, you can do that
for attributes with cyberware too, and bioware, but it
doesn't work as well for skills.
Having (some) adept powers that work pretty much the same as
cyberware means they don't "feel" as "magical", but it's
still good because it means your Adept doesn't have to
sacrifice Magic points in order to have a guy with some
purely mystical powers who can also move as fast as a
street samurai or whatever.
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