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How High to Buy (Your Skills)

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nezumi.hebereke nezumi.hebereke's picture
How High to Buy (Your Skills)
I'm sure this is obvious to a lot of people, however I thought it worth documenting. - When figuring out the maximum you're going to bring a skill up to, end it on a multiple of eleven. That converts a critical failure to a critical success. - Don't bother buying up to a multiple of 10 unless you're planning on buying the point after as well. Some traps work on thresholds, which are almost always going to be a multiple of 10. - Don't buy in multiples of 5 or 10. That's silly. Buy in multiples of 'however many RP you have on hand'. When the dice roll in multiples of 5, I'll buy in multiples of 5. Any other silly tips and tricks for 'gaming' the system?
King Shere King Shere's picture
Re: How High to Buy (Your Skills)
How to gaming the system, is a matter of rpg-philosophy, Muchkin stats & Optimizing "roll"-playing. Or its opposite; characterization /"role"-playing with intentional suboptimal picks. Does a character (& its surroundings) really know whats good for it? Should a person that reached his reached his maximum potential, stop because it "stat" wise wont become better or suffer any ill effects due to disuse. How epic or lowly is the character?
nezumi.hebereke nezumi.hebereke's picture
Re: How High to Buy (Your Skills)
Perhaps. But I like math. And doing math in my games is fun (and I play my games to have fun). In my experience, the best solution to the munchkin/roleplayer split is to publicize any exploits so EVERYONE can use them properly (if they want), rather than leave it only to the number crunchers. So consider it my gift to role-players everywhere :P
Decivre Decivre's picture
Re: How High to Buy (Your Skills)
nezumi.hebereke wrote:
I'm sure this is obvious to a lot of people, however I thought it worth documenting. - When figuring out the maximum you're going to bring a skill up to, end it on a multiple of eleven. That converts a critical failure to a critical success. - Don't bother buying up to a multiple of 10 unless you're planning on buying the point after as well. Some traps work on thresholds, which are almost always going to be a multiple of 10. - You can buy past 99, but it's a case of diminishing returns. The highest modifier listed in the book is -30. At that point, there's even odds you can just spend Moxie to reverse the roll (with one point of MOX being 15 points, which would buy 7.5 points in your 'super skill' of choice). - Don't buy in multiples of 5 or 10. That's silly. Buy in multiples of 'however many RP you have on hand'. When the dice roll in multiples of 5, I'll buy in multiples of 5. Any other silly tips and tricks for 'gaming' the system?
You cannot raise a skill beyond 99 (page 153). I don't even think that morph and implant bonuses can take you over 99, though modifiers can. However, do note that the maximum that the cumulative total of all modifiers can only alter any given roll is by ±60 (page 115). That said, the biggest way to game the system is to watch what backgrounds you pick. If you really want to game the system, play as an infolife, set your COG to 1, and raise your computer skills all to 80 (perhaps even raising one to 90 through the expert trait). The half-cost essentially grants you free CP in creating your character, and completely maximizes your initial character value. In fact, if you're wanting to find this out to watch your players, I'd suggest keeping an eye out for players who play as a Jovian Infolife (most valuable background + most valuable faction = walking contradiction).
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
nezumi.hebereke nezumi.hebereke's picture
Re: How High to Buy (Your Skills)
Thank you. Edited. Yeah, (un?)fortunately, the infolife "flaw" only works for a single character type.
Decivre Decivre's picture
Re: How High to Buy (Your Skills)
nezumi.hebereke wrote:
Thank you. Edited. Yeah, (un?)fortunately, the infolife "flaw" only works for a single character type.
It gives you a massive CP bonus, so it really gives you the opportunity to effectively "multiclass" your character. The only character concept you can't take is hacker/face.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]