Help me fill in the gaps - SR 2E
Posted: Thu May 19, 2016 3:44 pm
So one of my regular groups has settled on SR 2E for our next several months of gaming. I played 3E for a time and ran 4E once or twice, but could use some help in building a character that fits in well with the group. As it stands I built a human gang member, but after looking over the rest of the group and the personalities of the players, I think I am doing myself and everyone else a disservice by not putting more effort into it. Here's what I know.
Players
GM: Played since 1E, really knows the rules well, is passionate about the topic. Supplied us all with 2E core rule books. He owns a few splats but is keeping them out of the game, at least at first. Is aware that Deckers and Riggers can play the game remotely from the rest of the group and is on the fence about what to do about that - he would prefer to find ways for everyone to participate physically in runs but nothing is settled on this.
Players: Experienced roleplayers, many new to SR. Tight group of friends that is not interested in optimization (at least in d20). The new players have been reading Gibson on the side, so that is how they are coming into the game. They will likely build characters with more personality than mechanical punch.
Me: Min/Maxer wherever and whatever I play but have toned way (way) down to keep from pissing everyone at the table off. This is more important to me that having MAOR POWAH then everyone else and really important that I don't overshadow everyone while still being able to carry the day if needed. I could do this easily with SW and 3.x because I knew the systems so well and other builds' true power levels, but I lack this info for 2E.
Characters
Dwarf Detective - like the 2E archetype I guess
Human Decker - like the archetype AFAIK
Troll "Something" - some kind of mystic adept build but not optimized. Like at all.
Human "Combat Medic" x 2 - yeah 2 people are doing this. I am guessing mages focused on healing with guns or a few combat spells? Not sure. Not shamans tho for sure.
Elf Combat Mage - important - this player won't be able to attend every session but I don't want to make him feel small in the pants when he attends. He will build blasty spells for sure.
Human Ganger - me for now, but after seeing the above, I think something else is needed. Middle of the road wired reflexes gun build.
Anyway, I am free to do whatever but I want to be careful that I do not completely dominate combat while still being able to pull this group's bacon out of the fire if needed. A couple of builds I have considered too powerful unless I get feedback to the contrary: abusing spell locks (sustaining focus), abusing spell grounding to nuke things from astral space. We are missing a real street sam/physAdept and the mage's spotty attendance implies something magic is needed. I was considering a non-optimized Gator shaman, but wanted to get input from the more experienced SR2 group here first. If a shaman is a thing, we are going to be Urban-based and it would help to get a handle on good spells in this edition (like Frank's list for 4e).
Players
GM: Played since 1E, really knows the rules well, is passionate about the topic. Supplied us all with 2E core rule books. He owns a few splats but is keeping them out of the game, at least at first. Is aware that Deckers and Riggers can play the game remotely from the rest of the group and is on the fence about what to do about that - he would prefer to find ways for everyone to participate physically in runs but nothing is settled on this.
Players: Experienced roleplayers, many new to SR. Tight group of friends that is not interested in optimization (at least in d20). The new players have been reading Gibson on the side, so that is how they are coming into the game. They will likely build characters with more personality than mechanical punch.
Me: Min/Maxer wherever and whatever I play but have toned way (way) down to keep from pissing everyone at the table off. This is more important to me that having MAOR POWAH then everyone else and really important that I don't overshadow everyone while still being able to carry the day if needed. I could do this easily with SW and 3.x because I knew the systems so well and other builds' true power levels, but I lack this info for 2E.
Characters
Dwarf Detective - like the 2E archetype I guess
Human Decker - like the archetype AFAIK
Troll "Something" - some kind of mystic adept build but not optimized. Like at all.
Human "Combat Medic" x 2 - yeah 2 people are doing this. I am guessing mages focused on healing with guns or a few combat spells? Not sure. Not shamans tho for sure.
Elf Combat Mage - important - this player won't be able to attend every session but I don't want to make him feel small in the pants when he attends. He will build blasty spells for sure.
Human Ganger - me for now, but after seeing the above, I think something else is needed. Middle of the road wired reflexes gun build.
Anyway, I am free to do whatever but I want to be careful that I do not completely dominate combat while still being able to pull this group's bacon out of the fire if needed. A couple of builds I have considered too powerful unless I get feedback to the contrary: abusing spell locks (sustaining focus), abusing spell grounding to nuke things from astral space. We are missing a real street sam/physAdept and the mage's spotty attendance implies something magic is needed. I was considering a non-optimized Gator shaman, but wanted to get input from the more experienced SR2 group here first. If a shaman is a thing, we are going to be Urban-based and it would help to get a handle on good spells in this edition (like Frank's list for 4e).