Shadowrun

Shadowrun Play => Rules and such => Topic started by: brombur on <01-16-21/2228:46>

Title: New edition, same old rules questions
Post by: brombur on <01-16-21/2228:46>
Evening all, I am sure the answers I seek are in a bunch of places but I am not finding them. please assist with a few clarification if you all wouldn't mind

1 - 4 Edge boost - Add edge to dice pool - Exactly what is added and how
                     
                Does it add Edge Rating, current edge (pre or post boost spend?)

                If it is current edge does that use the edge up?

2 -  With the Advent of Cyberjacks having Half the matrix stats is there an official and printed option for a wireless DNI that does the same thing or is it Cyberlink or bust for full matrix use?

3 - There is a line in the rules about some traits, cyberware and Gear giving points of edge and I see that for a few traits, aiding non vombat stuff. What Gear and Ware gives edge? did I just miss them in the book.

Thanks for the assist
Title: Re: New edition, same old rules questions
Post by: Michael Chandra on <01-17-21/0450:44>
It says Edge, not current Edge, so I'd say your Edge rank.

Not sure what you mean with wireless DNI stuff, but Cyberjacks add Matrix Initiative, have better stats than Commlinks, and allow for special Matrix Edge actions. For those benefits, a Cyberjack is the only way.

Hidden Arm Slides, Chamelon Suits, Lined Coats, Facilities, Spatial Recogniser, some visual enhancements in the tactical comparison, Rappelling Gloves, Control Rigs, Olfactory&Taste Boosters, Voice Modulators, Cyberears, Enhanced Articulation, all give Edge in specific circumstances.
Title: Re: New edition, same old rules questions
Post by: Xenon on <01-17-21/0855:11>
4 Edge boost - Add edge to dice pool
You have both "Edge" (as in your static Edge Rating which you can raise with karma) and "current Edge points" (as in your current temporary pool of Edge points that you frequently gain and spend).

The 4-Edge Boost "Add Edge to your dice pool" is adding "Edge", not "current Edge points", as a dice pool bonus to your roll.



With the Advent of Cyberjacks having Half the matrix stats is there an official and printed option for a wireless DNI that does the same thing or is it Cyberlink or bust for full matrix use?
Riggers typically use a RCC + implanted Control Rig
- Data Processing, Firewall and drone utility from RCC
- DNI, SIM module (used for VR) and Jump In capability from Control Rig


Regular people typically use a Commlink + implanted Datajack (or wear trodes).
- Data Processing and Firewall from commlink (commlink can also be upgraded with a SIM module).
- DNI from Datajack (or trodes)


Deckers typically use a Cyberdeck + implanted Cyberjack
- Sleaze, Attack (required for hacking) and SIM module modded for hot-sim from Cyberdeck
- Data Processing, Firewall, Edge actions, Initiative dice and DNI from Cyberjack



What Gear and Ware gives edge?
See reply from MC on this. They might also add more in future supplements.
Title: Re: New edition, same old rules questions
Post by: brombur on <01-17-21/2313:37>
Thanks for the clarifications. I had a whole list of other questions but in tonight's test session I learned that Armor in 6E does literally nothing to protect characters and I don't think I will waste my time with this edition of the rules. You can dodge bullets but if you don't a guy in a roided out jock in a G-string is better off than an average build man in full combat armor, uh nope
Title: Re: New edition, same old rules questions
Post by: Aria on <01-18-21/0445:57>
If you've made you mind up there's little I can do to change it but having GM/played 6E pbp for a bit, including a very combat intense encounter I can tell you the armour works as intended (modifying edge gain) and if the no armour guy is prancing about in front of a gang with SMGs they are going to regret it!  It has changed the emphasis on armour but hasn't made it irrelevant at all...
Title: Re: New edition, same old rules questions
Post by: Shinobi Killfist on <01-18-21/1345:04>
If you've made you mind up there's little I can do to change it but having GM/played 6E pbp for a bit, including a very combat intense encounter I can tell you the armour works as intended (modifying edge gain) and if the no armour guy is prancing about in front of a gang with SMGs they are going to regret it!  It has changed the emphasis on armour but hasn't made it irrelevant at all...

If you prance about in front of a gang with SMGs it wont matter if you have armor or not, you are getting wrecked. His point is a body 6 dude is exactly the same as a body 2 dude with a armor jacket in the AR/DR thing and will actually soak more. Which is accurate, whether that breaks a person verisimilitude point is up to them. And body 6 dude, maybe isn't better or worse off vs that gang whether or not he wears armor depending on the SMG and range etc. If the gangs guns at that range have a AR of 9 or less which is pretty common no edge either way, the Ar would have to drop to 6 for a normal armor set to give him edge, and it would have to be 10 for the gang to generate edge. Uzis for example which I would suggest is a pretty common Smg for a gang is attack rating 8/8/7, wearing armor for armor 6 guy does nothing at any range against that weapon.  Now armor + cover or firing mode +armor etc might grant him a edge.

There are times when armor grants edge and that edge may be enough for someone to represent armor in their eyes, there are times it does absolutely nothing at all and that is actually pretty common. In the games I've run its been about 50/50.  Now potentially I can see people abstracting that out to when it does not come into play that is representing shots to parts of the body without armor, that is a harder sell once people start armoring head to toe with form fitting body armor or whatever, but it works for the ever so common armor jacket at least.
Title: Re: New edition, same old rules questions
Post by: Xenon on <01-18-21/1404:10>
....does nothing at any range against that weapon. 
If the body 6 character put on his armored jacket then he would often gain a tactical advantage when attacked (= smart)
If the body 2 character removed his armored jacket then he would often grant a tactical advantage to the opposition (= not smart)

In all my years I never even once encountered a troll in mankini so this is probably not very common.
But if someone actually insist on running around naked then I will probably just house rule that attacks gain +2 DV against him.
Title: Re: New edition, same old rules questions
Post by: brombur on <01-18-21/1507:31>
This is intensely immersion breaking, almost as silly as say a Pixie with a bat hitting.. well, you all know where that is going. This rules debate is a perfect example of poor game design, centering around forcing everything to run through the "special" rules the designer wanted to make the focal point. I like the idea of earning points for good prep, situational planning and plan execution and having that translate into some mechanical perk but that shouldn't invalidate what is a common sense rule, especially when they decided to re-institute players ability to dodge bullets. If, as I have heard they wanted to streamline combat and hence, made this change, they could have made Armor rating into the success threshold, to remove any extra dice rolling and have armor matter.

Also from a technical stand point what was said above about base AV vs DR it is almost impossible not to get the edge as an attacker, considering the cost and availability of DR enhancement (body + armor + Cyber) vs Weapons (Base + Cyber + option + Weapon mods) The Best Armor rating is 5, but average is 3. Body which is only good for soaking damage is likely 3-5 range and then there are a couple options giving a likely range of 8 - 13.  Gun with Smart link and you have a 12 usually, before anything else. To best case the enemy doesn't get a bonus die, and you get nothing.

All the math that follows again favors the shooter and is leaned very heavily in favor of High agility, Reaction and Intuition characters. The worse feature of this system is that it really crowds out any option in path of a combat character. Have to go heavy stat on builds because there aren't any tools available to compensate, since all of it goes into, at best, keeping your opponents from getting 1 edge die which works out to about 1/2 a die worth of impact.
Title: Re: New edition, same old rules questions
Post by: Stainless Steel Devil Rat on <01-18-21/1508:35>
....does nothing at any range against that weapon. 
If the body 6 character put on his armored jacket then he would often gain a tactical advantage when attacked (= smart)
If the body 2 character removed his armored jacket then he would often grant a tactical advantage to the opposition (= not smart)

In all my years I never even once encountered a troll in mankini so this is probably not very common.
But if someone actually insist on running around naked then I will probably just house rule that attacks gain +2 DV against him.

not an unreasonable approach, as weapon DVs are "baked" with the assumption that you're shooting at targets that took the reasonable precaution to armor up.

outside the realm of house rules though, Edge.  Edge.  Edge.  Three legs to the edge triad: AR vs DR (there's your armor situation), gear, and CIRCUMSTANTIAL CONSIDERATIONS.

Running around in a mankini is not part of the "usual consideration", so it warrants being factored in as edge to the attacker via the 3rd leg of the triad.  You can even make it a bigger impact by saying if you want to do something extreme, then extreme edge modifiers are warranted.  Instead of (or in addition to) edge to the attacker, a GM is within the rules to impose a restriction against you SPENDING any edge to soak the damage.