Character Generation: Method, Tips and Tricks
While as usual, I'll be focusing on the older editions for this-it can easily copy over to the newer(given that the same basic generation systems exist.) I will touch on differences, of course, when applicable. Mostly this is for 'Hey, I hear 3rd is awesome, I wanna play.'
I'll go over the ups and downs of each generation system before moving onto the tips section.
Okay, so first we have Priority. The classic core rulebook method(and the 3rd edition rulebook takes you through it nicely).
Priority can be summed up as:
+Clean and simple
+The fastest method(note: 3e chargen can take awhile anyway but this part will go a bit smoother)
+Fairly generous for the high areas but not completely terrible for the others either
-Sometimes you just can't pick the 'right' priority
-Can be limited if you play a meta/mage due to forced priorities
-If you use Edges and Flaws they have to cancel each other out since there's no points to earn with Flaws and nothing to buy Edges with
Okay, so what do I mean by some of these disadvantages?
My own character-Downfall-is an elven adept. He's made with BeCKs(Karma system, which I'll go over too) since that's what we use now, but his original incarnation was made with Priority.
So how he worked, B and C were taken up. Elves/Trolls have to be taken priority C under the book system(Dwarves and Orks D), and Adepts are priority B Magic. (Full mages/shamans are A.) This left A, D, and E for Attributes, Skills, and Resources. Well, Priority E resources was only 5k; not quite enough(I have made 5k work for a street shaman and a sprawl ganger, but this guy's got a bit more.) 1 million was far too much(his parents were millionaires but he's long been separate from them.) 20k felt right. He REALLY didn't need the 50 skill points offered from A, but the 18 attributes of E were far too little, so it was Attributes A and Skills E. I didn't really need all 30 points, and I'd have liked a few more skill points, but all in all, he worked out. I was happy.
But Karma allowed me to tweak him to drop a couple attribute points, grab those extra skills and even a couple thousand more nuyen, making him more balanced and about perfect.
Now this is just one example; I've built many successful characters using the Priority system, and you can too; but it does have that drawback. One biggie you see is money. Sometimes you need a big chunk(Riggers, Samurai, and especially Deckers), but you blow through like...550k or so. That's more than the 400k, but way less than the million...so you start inventing shit to do with money. (Deckers just take priority A resources 99% of the time anyway. And yes, they blow through it. ;))
It does a good job with Attributes and Skills I feel. Skills to 50/40/34/30/27, and Attributes 30/27/24/20/18. It's a good spread, and you're bound to find something that fits.
Again, simple, but you might find it stifles you in regards to money, forcing you to take too much(or scrap.) The last point with Edges and Flaws, if your table uses them, is minor; you may see your character with a flaw but don't feel the need to take an Edge, or vice versa, but you have to with this method(unless your GM devises a houserule for taking care of this.)
Point-Buy
Featured in the Shadowrun companion, this is where you get around 120 points(3e)-the example in the book gives 123 build points and that's what I personally use-and you purchase your things that way. Metatype has a cost, you pay for skills 1 for 1, Attributes 2 points for 1, and money you buy in chunks(like, 1m for a certain amount, then 650k, 400k, 250k, 90k, 20k on down to 0 points for 5k and you GET 5 points if you take only 500 nuyen-fun fact: this used to be Priority E in 2nd edition.) You do need to pay for having magical ability(depending on full mage, adept, etc.)
There IS a maximum of Attribute and Skill Points you can purchase(30 Attribute points and 60 Skills), but it's pretty generous.
Benefits and downsides are as follows:
+More customization(you can have odd numbers of points and the like)
+Generous maximums(you can really make that skill nut with 60 points!)
+Money has a bigger spread, allowing some of those big gaps to be filled in with more amounts
+Edges and Flaws can be taken independently(Flaws to gain more points, or you can spend points only on Edges, or offset the two either way.)
-Can lead to more number crunching
-Brand new player may find it more overwhelming simply due to more choices
-Some archetypes have a blatantly better time under it
Okay, so its a lengthier list, but I'll go over it. It does open up customization. Basically when you can take numbers like '26 Attributes' and '42 Skills' and such, it allows you to be more freeform with your builds, and it's really welcome to have those 650k and 250k nuyen 'price points' in there for people. It gives a much wider array of money and prevents having to take the million for spending 500k, or to take 400k for wanting to spend 150k and so on. It's also nice to be able to take Edges and Flaws independently(you pay for them on a one-for one basis, so a 3 point Flaw gives you 3 points, and a 2 point Edge costs 2.)
Now it also has some more downsides. Giving more stuff means it's a bit tougher; new players may feel a little overwhelmed with choices, and more experienced ones may take more time to crunch numbers, taking from here, adding to there, and so on. Now I do some number crunching myself, I don't mind it, but it's something you might want to be mindful for if you're the type that does.
There is also that last thing mentioned; some archetypes get noticeably more powerful under it than the Priority system...while others a bit less so. Take a human sam. If I were making one up under Priority, I'd probably take nuyen A, Attributes B, and skills C, for one example, giving me 1m, 27, and 34.
Under the point system? All that just cost me 30(Money), 54(Attributes, 27x2), and 34(Skills), or 118 points total. Even using the 120 Build Point allotment, I have like two more points to spend on more skills. If we use the 123 Build Points used in the example, this un-named sam would have 5 more points to play with beyond Priority(I could use it for Edges if I wanted to as well.)
Meanwhile-take my main dude-my adept. He's already 35 points in the hole with Magic and Race total, and even if I used 27 Attributes(54), and 27 Skill Points with the 20k nuyen(5 points), he's up to 122 already. He could get 28 Skill Points. But he's actually less adept than his Priority build, where he at least got 30 Attribute points to offset the lower skills. Some characters can get even hairier under this system. (an Ork Full Magician who happens to take A Magic, B Resources, C Attributes, D Race and E Skills-a completely legal and non crunched character-would end up having spent a whopping 130 Build Points.)
(In any case, whatever you decide to run at the table, make sure for this reason that characters all use the same system. It ensures they're balanced against each other.)
Sum-to-10
This is an interesting system based on the Priority system, and first popping up in the Shadowrun 2nd Edition Companion(and it was based on the original 1e method of chargen, too.) So what happens is each Priority has a number attached: A is 4, B is 3, C is 2, D is 1, and E is 0. You can pick and choose any of these to add up to 10. It didn't appear in 3e(though folks used it, given a lot of old sourcebooks were interchangable), and returned in 5e again as an option.
A quick rundown:
+Decent customization
+Still fairly fast for new players
-Power levels can vary greatly depending on humans or metahumans
-Still has the edge/flaw issue
So like Priority it allows you to pick and choose, but it has a hair more customizing since you can say, go, 4,4,2, or 3,3,2,2, or 4,3,1,1,1, and so on. Humans cost 0, being mundane is 0, so a mundane human, as you can see, has their pick: a human sam could have A Attributes AND resources, and still get 34 Skills in 3rd edition. Or a human can take Attributes and Skills A and still get 90k. Or they can go with mega nuyen and skills and still have solid attributes(24, which used to actually be priority B in 2e.)
As usual people might end up crunching more with Metahumans and magically active folks. To use again my fellow, he needs Adept and Elf(which is 3 and 2 points respectively.) But it does give me some leeway; I could go 4(Attributes), 1(Resources), and 0(Skills)...and he'd end up exactly how he was over the basic Priority system. Or I could go 3,3,2,2,0, if I wanted a bigger chunk of nuyen; however, if I made him under this system, I'd probably go 3,3,2,1,1. This would give him 3 more skill points above his Priority build to play with, and given his Karma build uses 28 attributes anyway, the 27 + the bonus point Edge would work out just fine.
Someone making a human combat mage might be 0(human), 4(Full magician), and maybe opt for the 3/3/0 spread(Attributes, Resources for 3 each, and Skills for 0, opting for someone with decent magical skills, a couple of good combat skills and then a small rounding of others.) It's a neat system that's easy to understand, but again, if you're a table that runs into numbers issues, you might be wary of it, as mundane humans can end up pretty crazy.
Karma(called BeCKs in the older days, you can see the original PDFs here: http://www.nerdprideradio.com/Content/Downloads/BeCKS.pdf )
So Karmagen(which I'll call it now), got its start back in BeCKS, or Bethyaga's Complete Karma System, and it dates back to the 3rd edition. It was a set of houserules that were widely adopted, very well received, and finally moved into the official rules for 4th edition and up(though used in companion books, rather than core rulebooks.)
To give an example of how it works, in 3e, 450 Karma is given. You then proceed to make your character as if you were advancing them with Karma. A Body of 3 costs 10 Karma(1 comes automatic since you have to have a 1, a 2 costs 4, and a 3 costs 6, for 10.) And so on. Skills go by their book costs(again, see the chart.)
Karmagen rundown is as follows:
+Easily the most customization, from start to finish
+The creation method is the same as the advancement method, which cuts down on minmaxing
+Encourages spreading out rather than hyperspecializing
+Edges and Flaws, like the point system, are separate and you can get extra Karma with flaws, spend Karma on edges, or however you want
-Can be lots of number crunching(though not minmaxing, will explain)
-Can be very overwhelming to new players
-Can take awhile
So, going down the line-you can see from the descriptions, and the PDF, that its very number intensive and takes awhile. Simply put, if you want fast generation, you're not going to find it here. But the degree of customization is unmatched(you buy Nuyen by small bits), and a huge thing I like is that the creation method is same as the advancement; so you don't feel it necessary to minmax.
What I mean is this. In Priority, or even point-based systems, its usually cheaper to start with your specialities very high, since they cost more Karma to raise. For example: say you're making merc, for the hell of it. In this case you took Priority B Skills and are filling them out. Â You want them to be good at assault rifles and pistols.
You probably eventually want a 6(say you don't want to specialize, you might even want higher, but let's say six for now.) So you have the chargen choice of two 5's, and use those two points to get, say, a Computer skill of 2 to round out the character, or two 6's.
Going from 5 to 6 in game with Karma costs 9 points(its New Skill x 1.5, assuming your attributes check out and aren't too low, remember they're linked.) So raising both of those 5's to 6's would cost you 18 Karma in game. That's...quite a bit.
That computer of 2 though, that only costs 4 Karma. 1 for the first point, and 3 for the 2. HUGE difference. This makes people lean toward more frontloading, since that 14 Karma could easily go somewhere else. Under Karmagen, though, all the costs are the same at the beginning as they are later; you advance the same way. It puts less emphasis on total number squeezing(though it does lend itself to crunching, since it's just a more math intensive system.)
All in all it's why we really favor this system.
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Anyway, I hope I could lend a bit of a view on some different character generation systems for you guys! It was wordy, but I figure that it could be cool to go over them. Hopefully this might give some of you guys some springboard points who are looking to get into the game!









