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I am changing the Race setup as follows:

-Race Cost so far will be 35(Elf), 55(Dwarf), 65(Ork), and 130(Troll.) All stats are purchased from 1. No minuses, but then the new stats are added on. In-game, stats are purchased the same. So at chargen, it costs an Elf 25 Karma for Agility 4. (3+1=4.) In game, if he wants to buy it to 5, he’ll pay 20 Karma(since a 4 would be 20 Karma normally.) A Troll buying Body 6 at chargen pays 10 Karma. In-game, they’ll pay 15 Karma for a 7. They’ll pay 25 Karma to raise their Charisma to 3 at the start. If they buy their Cha to 2 at chargen, it’s 10 Karma, the 3 in game will cost 15. So all costs are the same, solving that issue. Yes-this means Humans purchase Edge as if it were one point lower; their 3 edge at Chargen will cost 10 Karma, or their 3 Edge in game will cost 10 Karma.

To put it short, if a stat would have a minus, it’s purchased as normal in game or in chargen. If a stat has a bonus, it’s purchased at a level of ‘Current Stat-Bonus’. It will still cost a Troll who wants to get maxed-out Body; yes, his Body 10 will cost the same in game as a Human 6, but the Human also started with more Karma.

Metahuman Costs were adjusted appropriately, using the formula I had whipped up in a lower post. With a higher cost at the start, it’ll help counterbalance the attribute costs in game. It will also make it so people aren’t pushed to play a ‘stereotype’ for a certain race, but they won’t be penalized if they wish to, either.

Whew. Again-this is the first draft. I’m still tinkering with concepts to ensure certain concepts don’t end up destroying or not. It’s going to take more time to perfect.

EDIT 1: Changed Race costs and how that’s purchased. No more minuses. Currently: Draft 2. Took out examples since they were made under the old draft.

New Concerns: Trolls may still be undercost. Other races feel fine. Concern for Trolls being able to raise their big stats super fast in game, though it won’t be cheap to do so in any case(a Troll who starts with Body 8 and wants a 10 in game will still need to pay 25 for the 9, and 30 for the 10, and 55 Karma is nothing to sneeze at. I don’t think it sounds that inappropriate, but tables who heap on extraordinary amounts of Karma awards may find them progressing quickly.)
Next up, I did some testing to see if the 730 starting Karma was appropriate.
Now-I know you can’t do 100% conversions. But, I DID at least convert the archetypes to Karma. I did this for a reason; I wanted to at LEAST get a ballpark together. The only way, IMO, to get a ballpark of a good Karma starting point, is to convert the characters. Yes-I know it’s not 1 for 1 for 1. But it is, IMHO, a very good way to at least see ‘Am I giving enough Karma to these characters that will enable them to hang properly with other Archetypes if people pick them, as well as not completely overshadow Archetypes if people use them at a table. Also, since the game is tuned roughly with Archetypes in mind, the amount of Karma given should be something around what the Archetypes are built with. (In SR4, I agree that 600-650 was good enough, since 400 BP characters were under what this new Priority system gives, but with the boost in power out of the gate, so there has to be a boost in Karma, to ensure the characters are equipped to deal with the ‘median’ of challenges that a GM might use.)

Another thing I had to factor in, Karmagen gives no freebies. All that free Edge and Magic and stuff needs to be compensated for, since it needs to be purchased.

As I suspected, 730 is a pretty good pick. They ranged of course-the lowest was under 650, the highest was actually well over *800* Karma.

Again, folks can pick a number that works for their table, but I’m of the opinion that a number of Karma that equals *roughly* what you can make with the Priority system is over 700 and under 730. I took the highest and lowest and removed them; I think they were sort of ‘fringe builds’ that could get what it needed on low(FWIW, that one was the Combat Mage at around 630), and high with insane skills(the Decker clocked in at 838 Karma.)

Also, sticking with the 410-420 absolute max Attributes I think is another good plan-several of the Archetypes have over 375. Some go to nearly 400.

Essentially, after looking them all over-730 feels right. Keep in mind, these numbers were found doing A. Buy from 1, no minuses on stats, and B. Using the following Race costs: Troll 130, Elf 35, Ork 65, Dwarf 55.

For those curious of the numbers(NOTE: There are some rougher numbers here: Assume each build is +/- 10 karma due to things like Bonus Karma on Resources-I counted Resources as the minimum you get in the Prio in calculating karma. So E Resources was 3 Karma, though they may have gotten more with Bonus Karma.)

Also factor in, due to *not* giving Bonus Karma with the Karmagen system, rolling it into the actual Karma is another reason for the Starting amount.

Bounty Hunter: 697 Karma
Smuggler: 731 Karma
Drone Rigger: 785 Karma
Gunslinger Adept: 706(Note: My rebuild clocked in at 692)
Technomancer: 721
Decker: 838
Tank: 701
Face: 746
Weapons Specialist: 716
Combat Mage: 626
Street Shaman: 704
Occult Investigator: 729-769(depending if Alchemical Preps count as spells)
Covert Ops: 671
Sam: 706
Physad: 745
Sprawl Ganger: 626

I highlighted some of the more ‘exceptional’ outliers on the low and high end. Only 4 of the 16 clock in under 700 Karma(and only 2 of those are under 650, the other 2 are closer to 700.) 10 are between 700-750. 2 clock in over 760(with a potential 3rd, I actually forgot the part about the Alchemical Preparations vs. Spells, so I’m going to need to re-read that.)

Again, using a very rough guideline, I think we found a good starting amount.

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