Shadowrun

Shadowrun Play => Rules and such => Previous Editions => Topic started by: WrongConcept on <10-17-13/0933:43>

Title: [SR4] Extended Test & Extra Initiative Passes
Post by: WrongConcept on <10-17-13/0933:43>
Hello boys and gals!  i just had the most Mind Blowing idea, and i think a thousand others should have tough of this before but either way i have to ask, because for me its stands to reason, chrome and mojo able to give you extra initiative passes should reduce the time you take in making Extended test by at least one grade per extra IP, because after all this is you going faster, way way faster. Mainly mechanical skill not social or mental as the description clearly states that its your body that reacts faster not your mind (and this i put it to doubt, because if your body goes faster than your mind then you just go splat!). Either way what you think?
Title: Re: [SR4] Extended Test & Extra Initiative Passes
Post by: GreyHat on <12-16-13/1350:50>
Dunno, I think most long-term extended tests (longer than an action / IP based time-scale), even physical ones, aren't really about being able to move more quickly so much as they are about skill, knowledge and precision.
Title: Re: [SR4] Extended Test & Extra Initiative Passes
Post by: farothel on <12-16-13/1553:27>
It depends.  Some will, like all extended tests that are measured in combat rounds or IPs (like searching for hidden nodes, which goes faster in VR than AR, the same with hacking by probing, where in AR you are in days and in VR in hours).

But others will not.  If you have to repair a car, there's only so much faster you can move to do everything.  No matter how fast you are, if for instance you have to drain the oil, you'll have to wait until it's all out before you can refill it.  And if you put the car on a bridge to do so, it will only go up and down with the speed of the bridge, not yours.