Monday, June 24, 2013

Limits in SR5

I've already briefly discussed the concept of limits in SR5.  Here are the formulae:

Mental Limit: (LOG x2 + INT +WIL) / 3
Physical Limit: (STR x2 + BOD + REA) / 3
Social Limit: (CHA x2 + WIL + Essence) /3

Players, compare these to your existing character and feel free to discuss.  As a reminder, this determines the maximum number of successes on any roll fitting within this category.

3 comments:

  1. I think that artificial limits like this are kind of bland. It sounds like it further encourages stat stacking (to get higher limits, which you'll want since you already have a large dice pool) in a system that already harshly punishes characters for straying outside their specialty. A limit to build points and availability of tech/magic should be enough to limit the character.

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  2. I also think that limits might be fun in a system where characters aren't supposed to be like a Shadowrun character, which are basically sort of modern heroic archetypes (even if their actions aren't heroic, the challenges they face tend to be, and they live in a world that runs on Awesomonium.) Being unrestrained in one's bad assery is part of the feel the setting seems to lean towards.

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  3. On the other hand, it keeps Adepts from running unchained. To give you an idea: max out Agility. Then max out the Improved Agility power (or get +AGI cyberware, for your Samurai). And then throw on an Agility Boost spell/ability. Since successes turn to damage, you become a murder machine. Limits effectively kill this very specific and very broken character concept.

    Limits won't make a huge amount of damage on the low end. They'll primarily matter in contested rolls and limit damage in combat. They also will create new status effects and limitations via damage: if you take damage that's more than your limit, you generally lose a turn -- at least in the playtest I did.

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