Hi everyone,
our group just decided to give this game a try (Playing Pathfinder before). I just finished my first read-through of the core rules and are left with a few open questions. Most could be solved by google but its not that case with this specific one. In contrary, whatevery small info I could find always seems to point into the opposite direction. So now I'm turning to you in hope that you can enlighten me :)
Here's my problem:
While looking at the pre made characters it appeard to me that most of them do not have skills greater than 60 with 1 or 2 at a peak of 70. I feel like the possibility to fail 1 out of 3 times is quite high for something that you can do really really well. The core book descripes a skill of 60 with having expert competence like beeing an competetive driver. But a competetive driver that has a 40% chance to fail his driving test and end up crashing just doesn't seem right.
Thats why I feel that new characters seems to be underpowered. I might (or probably will) be mistaken as I found some people descriping 1000CP chars as power houses someone even said that they are like superheroes.
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New Player - Powerlevel of newly created characters
Tue, 2015-04-21 13:51
#1
New Player - Powerlevel of newly created characters
Tue, 2015-04-21 14:09
#2
Huh, this is the first time I
Huh, this is the first time I've heard anyone actually say that. I usually hear 1000 CP is "too many points, characters can be unstoppable at their core skills!".
Part of this might be a frame of reference thing. Coming from d20 to d100 could seem like a big jump, but the probably system is actually roughly analogous if divided by five. So a 70% skill rating would be like needing to roll 14 or better on the d20, I think. That seems pretty good, but there's always observer bias. Another thing is, while I'm not super familiar with Pathfinder, I do not recall if they use the otherwise pretty common assumption that you can automatically accomplish mundane tasks with sufficient skill level unless something else is going on. If you have 40% in driving, you don't need to roll Pilot: Groundcraft to get to work in the morning. Unless a TITAN warmachine comes bursting out of the sewers and shooting lasers.
The other thing is that EP is a big modifiers game. You can go as high as +60 to a roll. So between Complementary Skills, gear/implant bonuses, Teamwork or other assisting actions like taking your time or aiming, and situational factors, you can easily take that 60-70 in your core competency to 80 or 90. Actually raising your skills above 60 isn't economical at CharGen, except maybe if you have one really important skill.
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Tue, 2015-04-21 14:14
#3
actually yes the sample
actually yes the sample characters are actually underpowered, and yes the subjective syntax is misleading. I seem to recall someone on here a while going through the pregens and figuring out their point totals and most of them fell below 1000
Tue, 2015-04-21 14:29
#4
It seems like you have a
It seems like you have a point, I actually never did the math to figure out percentage in pathfinder.
Here's an example:
You are good a climbing so you have a +8 right from the start
The DC to climb a tree or a robe without knots is 15. I imagin this to be a normal skill check in Eclipse Phase.
This results in a failur probability of 30%.
So in the end it really seems to be an observational problem. +8 on a d20 just seems to be so much better than the raw 70%
Tue, 2015-04-21 14:52
#5
Difficulty of tasks is also
Difficulty of tasks is also considered. A mundane task (like basic driving example) is EASY, so +30, while driving through a crowd while pursued by TITAN warmachines as the ground is turning to sand or tar due to nanoswarms is probably situationally very dangerous, so -30 to the test.
It's about the modifier game. An expert sniper has a 60 or 70, but then his smartlink (+10), taking aim (+30), tacnet (+10), and complementary skills in weather and architecture (max +30) so the 60% base becomes 140% before any negative penalties (guaranteed to hit on anything but 99, which is a 1% chance of happening).
—
Exhuman, and Humanitarian.
Tue, 2015-04-21 18:00
#6
It's also possible to just
It's also possible to just take time to get a bonus for practically anything with triple time earning a +60 bonus. Testing off the a stat at +0 is generally testing at a rush job where time matters a lot.
Tue, 2015-04-21 18:19
#7
In the games I've played
In the games I've played before, I never notice the GM offering a modifier besides what one supplies with complementary skills or gear. Which does, unfortunately, mean a lot of "little over half chance of success" for a guy with skills at 60.
Tue, 2015-04-21 19:20
#8
Urthdigger wrote:In the games
From what I've seen, it's generally expected for the players to ask for modifiers when they believe they would be appropriate. The GM has a lot to manage and can't always break it down to specific actions.
—
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Tue, 2015-04-21 23:37
#9
Urthdigger wrote:In the games
You guys never asked for your stunt bonuses. If you can't remember to grab bonuses you can get literally for just writing something cool about how you're doing what you're doing, it's kind of unreasonable to expect me to remember obscure trivia WRT task difficulty. :P
(Serious answer: Sorry, my bad.)
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Thu, 2015-04-23 20:51
#10
a biased assessment
I'm sorry, but nobody qualifies as an "expert sniper" with a skill rating of 60. Yes, situational modifiers are useful, but your character will be crippled if you use them instead of actually investing in your skills.
The quick & dirty breakdown for skills:
40 is useful for background skills that you use infrequently. This is mostly for knowledge skills or things you know you can take extra time on (like Hardware). You can't use them when your butt is on the line, but they can still be useful to have. In the case of Knowledge skills, you can use these as complimentary on active skill tests.
A skill rating of 60 is where you should aim for with your ancillary skills - the ones that are useful, but not *critical* to your character concept.
Your core competencies should be in the neighborhood of 70-80. If you budget carefully, you can get 3-5 skills in that range, and routinely use them in the worst situations with some expectation of success.
Skills of 90+ are, conversely, not incredibly useful unless you absolutely have to have it that high. I've had a lot of success with a hacker who had Infosec and Interfacing at 90 because then I could take negative penalties to get the job done considerably faster. With things like ranged combat or stealth, you either can't rush the job or don't want to, hence 90 is meh.
Also important to note, buy skill specializations where you can. That's 5 points spent for 10-20 points of value. Seriously, players never seem to take advantage of them and it's the easiest way to push up the economy.
My usual chargen rules:
1 - you are in a party, so talk to each other. You *should not* be making characters that do all the same things the same way. Yes, cross-training is useful, but jack of all trades is master of none.
2 - spend no more than 1/4-1/3 of your points on morph, gear, etc. EP is the only game I've heard of where you can literally be dropped in the middle of nowhere without even your body to count on. Take a look at how useful the Mercurial Scavenger is when they're alone in a Spare in the Martian TQZ.
3 - When you create a character, make it with the assumption that you are never going to level them up again. This puts you in the proper mindset to make cuts where you can. You create your character with over 1000 points; missions tend to reward you 10. In a Play-By-Post, that's 2 skill specializations or +5 to one skill over 60 in 6 months or so.
4 - Networking is powerful. It is very, very powerful. You don't have to make a Jack of All Trades (see 1). Make your character competent. Broadly competent is ok, but focus on competent. You can call on others (in or out of your party) to cover your blind spots. Usually. But always make sure that when you are dumped naked in the middle of nowhere, you can reasonably expect to survive.
5 - you and everything around you is disposable. It sure is tempting to invest all of your cash into a SOTA seeker rifle, or drop a bajillion credits into that slick sniper rifle. A few good high-quality purchases can keep you alive, but remember that you can get gear far more easily than you can change your character. And you can burn through your gear even faster. Focus on getting the job done economically with the smallest investment of capital and risk (on your part, anyway).
—
Sudo drop your weapon.
Thu, 2015-04-23 21:05
#11
Combat is inevitable
Also worth noting, with most any campaign combat is inevitable. Make sure that you can participate, or else you are not going to have fun. There are different ways to participate, though, so choose one that's fun for you.
1 the easiest is direct combat. Boot+butt. Fray, and at least 2 weapon skills. Get some decent guns, a few mods to back you up, and you're golden. If you want to make it easier on yourself, get a decent Synthmorph, back it up with some Infosec (defensive specialization) and you can dish it out.
Also, no matter how many times I hear it, "ambush predator" is not a good go-to strategy. You know what's a good ambush predator? Land mines. You know what's a better ambush predator? That horrible thing you just chased into its lair on your bug hunt. Ambush predation is a tactical option, but it's a fallback - you should never assume that you have the advantage. You *make* the advantage, and then *use* it.
2 Drones. With the right combination of Infosec, Interfacing, Pilot [], and Gunnery you can bring the hurt to people with an absolute minimum of danger to yourself. This is also a really useful backup to hackers, since they only need to invest in ~2 skills they don't already have (less, if you can spring for a decent pilot A.I.)
3 Hackers - It's harder because the rules are a little weirder, but hackers can trample tacnets, jam drones (they really need a better word for piloting or remote control, because jamming is a thing already), and lock down synthmorphs. Hackers change the scope of the battlefield.
4 Asyncs are the hardest to bring into direct conflict because they have a Shadowrun style feedback, and it doesn't work for long. Your muscle will be plugging away long after your brains are runny. Also, offensive asyncs are always going to be outclassed by major threats. Well, unless you're hunting other asyncs.
The quick and dirty is, asyncs either have fun abilities that back up another archetype, or are really good at messing with other asyncs specifically.
Also, no matter what you do (even if you ignore everything else I've said), ALWAYS invest in Stealth, Perception, and Fray. Because that will get you out of trouble more than anything else. If you see them before they see you, you're already that much better off.
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Sudo drop your weapon.
Fri, 2015-04-24 10:12
#12
Must... Poke... Dragon...
Just to provide a counter, I disagree. 40 is fine for secondary skills, and 60 for (most) primaries.
Going back to the Sniper, the Smartlink and Aim bonus can be taken as given, which already pushes him up to 100 - he for all intents and purposes cannot miss at close range, the majority of "active" combat will be within his close/medium range.
Beyond that, everything is GM guided, and so hard to make solid statements about;
I apply cover as a bonus to Fray whilst others may apply a penalty to hit, for example.
Likewise, whilst I'd be hesitant allow weather/architecture as complimentary skills, I'd definitely allow a +30 if the sniper took the time to set up a nest.
Sure, that doesn't help in close combat... but in close combat he should really be using a different weapon, such as a rifle which he can full auto for the +30 instead.
Skill levels of 60+ are powerful because they regularly produce post-modifier skills of 100+, which in turn allow the user to willingly stack penalties to their benefit. For task actions, this can simply be decreasing the time, but you can also conceal your Networking activity, hide with less cover, lie more blatantly, use called shots and indirect fire...
—
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few.
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Fri, 2015-04-24 15:49
#13
To each their own
I have a nightmare just keeping track of what's *on* my character sheet. And I always like to assume my GM's going to be contrary, so I don't depend on modifiers because it's always easier that way.
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Sudo drop your weapon.
Fri, 2015-04-24 16:27
#14
According to RAW, 60 is
According to RAW, 60 is supposed to represent expert level. Explicitly: "Expert competence (competitive driver, marksman, PhD)" even though you are right that Sentinels need to be prodigies to mathematically compete apparently.
—
Exhuman, and Humanitarian.
Fri, 2015-04-24 16:32
#15
Because of double skill costs
Because of double skill costs above sixty and complementary skills it's almost always better to put points into a complementary skill rather than boosting skills higher. It is 24 CP cheaper to get to 80 by boosting a complementary skill rather than boosting the primary skill. That adds up really fast to a lot of extra skill points.
Fri, 2015-04-24 16:46
#16
Like trapped said, the
Like trapped said, the additional cost makes it less cost effective to invest in 80 skills unless you want to be REALLY REALLY good in something very specific, than to invest in other skills and equipment and stay diverse. A Smartlink and a quick Action aim takes you from 60 to 80 for basically no additional cost at Chargen. Throwing more points at the problem may be "easier" but that actually decreases the over-all effectiveness of the character.
For instance, you can drop 5 CP on a specialization too, something a dedicated marksman might have (focused training in a weapon), which gives you a +10 to the skill when you're using that weapon class, as opposed to the 20 CP it would take to buy from 60 to 70.
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Sat, 2015-04-25 09:48
#17
uwtartarus wrote:According to
http://eclipsephase.com/fvs-chargen-guide
Pick it apart, I welcome discussion.
Like I said, just because they say that's the case, doesn't mean it's right. I also have a beef with the system Deadlands runs on because their probability curves are screwy.
And it only takes one time for the GM to say that your complimentary skill does not apply. I'd invite you to take a look at the chargen thread I started. Seriously, that would be a lot more efficient for picking apart my assumptions (because I accept, that's what I'm using).
1 - I will say that I'd rather spend 40CP on the active skill than 40 on a less useful complimentary Knowledge skill.
2 - The active skill should cover most uses of the KS, and furthermore can't be called irrelevant when the GM decides it isn't
3 - Complimentary skills should never be used in pregen characters. Pregens are used by 2 kinds of people - people who are new to the system (and don't know about complimentary skills), and people playing pickup games with someone else's characters (in which case they usually won't know the complimentary skills unless they have a long time to familiarize themselves)
And FYI, I love skill specializations and that's definitely something on which we agree. They are seriously underused and can give you a skill economy in the neighborhood of 10-30:5.
And if you feel like it, here's my thread:
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Sudo drop your weapon.