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Just ran the SR5 Quick-Start Mission (Fast Food Fight) for Free RPG Day

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DamienHollow

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« on: <06-16-13/0538:15> »
Okay, so... Using the three pre-gen characters (A hacker, and Street Samurai, and Shaman) I GMed the first SR5 game of my life and can't say there were too many hitches. The Accuracy limits didn't get in the way, hacking was made a little smoother with the new Marks system (even though there wasn't much to hack on this run,) and I learned the Industrial Pick'l (tm) Slicer is a nasty thing to get caught in (15P damage and in our case most certainly invoked the chunky salsa rule.) I'm still a little nervous about character generation as I am not fond of the priority system but that's not even mentioned in the quick start.

Black

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« Reply #1 on: <06-16-13/0543:28> »
Where can we get a copy of the SR5 quick start rules?
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DamienHollow

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« Reply #2 on: <06-16-13/0601:16> »
I was handed them in magazine form because I volunteered to run the game. I suppose There wouldn't be anything wrong with posting them on the forums. I wait till tomorrow just in case. If no one's filed a cease and desist order by then I'll put them up. Besides, I'm too tired to start scanning them now.

Warmachinez

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« Reply #3 on: <06-16-13/0834:12> »
That would be greatly appreciated.
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Mara

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« Reply #4 on: <06-16-13/0950:52> »
I was handed them in magazine form because I volunteered to run the game. I suppose There wouldn't be anything wrong with posting them on the forums. I wait till tomorrow just in case. If no one's filed a cease and desist order by then I'll put them up. Besides, I'm too tired to start scanning them now.

They probably don't want them out...I mean, a) they haven't been released anywhere yet and b) they haven't released
the PDF of the rules. It seems to me that they are wanting to keep as close a lid on anything related to the actual rules
other then what they preview until, probably, GenCon. (I really hope I am wrong on that, though. I wish they
would release stuff into the electronic wild already!)

Dinendae

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« Reply #5 on: <06-16-13/1009:28> »

They probably don't want them out...I mean, a) they haven't been released anywhere yet and b) they haven't released
the PDF of the rules. It seems to me that they are wanting to keep as close a lid on anything related to the actual rules
other then what they preview until, probably, GenCon. (I really hope I am wrong on that, though. I wish they
would release stuff into the electronic wild already!)

Actually, this is incorrect; I picked up a copy of the SR5 quick start rules at my LGS yesterday morning, as part of Free RPG Day (which also included the MechWarrior quick start rules; thank you for that!). Still, I would try to get some ok, either via the forums here or by email, that it would be ok to post them. Copyright and all that.

Patrick Goodman

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« Reply #6 on: <06-16-13/1044:27> »
The PDF is coming soon for the quick-start rules. For reasons I don't understand, they've never actually released the QSR on Free RPG Day. But they'll be up shortly.
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Dax

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« Reply #7 on: <06-16-13/1224:15> »
The PDF is coming soon for the quick-start rules. For reasons I don't understand, they've never actually released the QSR on Free RPG Day. But they'll be up shortly.

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Oh the irony...
The way i sse it: they suck big time in communication..it still boggles the mind why they are choosingto release a book prior to a pdf, and only to a happy few at that...awful!!!

Makki

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« Reply #8 on: <06-16-13/1238:33> »
The Accuracy limits didn't get in the way
So, they're a useless addition?

Ghoulfodder

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« Reply #9 on: <06-16-13/1252:24> »
The Accuracy limits didn't get in the way
So, they're a useless addition?
That's a rather huge and unjustified leap of logic.

Boomstick

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« Reply #10 on: <06-16-13/1351:47> »
The Accuracy limits didn't get in the way
So, they're a useless addition?
That's a rather huge and unjustified leap of logic.
Or that rather could be pretty accurate, depending on what you consider logic.;)
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AJCarrington

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« Reply #11 on: <06-16-13/1410:59> »
Oh the irony...
The way i sse it: they suck big time in communication..it still boggles the mind why they are choosingto release a book prior to a pdf, and only to a happy few at that...awful!!!

Well, given that the goal of Free RPG Day is to get people into local game stores, not too strange. Pretty sure that Paizo does the same thing...only releasing the PDF after the event. Of course, Paizo does tell you this well in advance... ;)

firebug

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« Reply #12 on: <06-16-13/1421:14> »
The accuracy rules came into play for the Combat Adept using their gun once when I ran the QSR.  The things most people had heard of (attribute limits, accuracy rating, etc) were not problematic.  Because these were quick-start characters, I would assume they were built kinda poorly (they always are) and so it's no surprise people weren't hitting their caps immediately with fresh characters.

The changes to the matrix are probably the first time I have ever greatly appreciated a simplification in a PnP RPG.  Hacking + Logic role with your Cyberdeck's rating as the cap.  The pregen hacker's was Rating 5 and from a couple of lucky rolls, he hit that cap twice during play.  The general hacking action is "Compex action, roll those dice, and if you get more hits than the target's Device Rating, you gain a Mark.  What you have access to depends on how many marks you have on said target."

One mark was enough to do things like Edit or crack into hidden data, while 2 was enough to do Simple Actions (still requiring a Complex on your part) and 3 was prettymuch full control.  The issue was, the Quickstart Rules didn't explain what programs do.  It says "For the scope of this adventure, you only need to know Exploit, which gives a +2 on Hacking attempts to gain a Mark, and Fork, which lets you hack into two targets at once."

...Except the hacker has Exploit Rating 4 (what's the rating mean?), didn't have Fork, and instead had Command, Browse and one other I don't recall.  This is a failure on the quickstart's part though, nothing to do with the new edition itself.  Programs are supposed to be small specializations to your Cyberdeck more or less, and there's a limit to the number you can have installed.

Magic didn't have any change.  Though the quickstart guide says that the Force is equal to the caster's Magic rating, the actual rules summary describes it normally.  The quickstart rules themselves though failed entirely to mention Drain (thank god the guy playing the magician played on in 4th) and no where did it actually say what any of his spells did beyond the one-sentence description on his character sheet.  Didn't explain anything with Conjuration either, despite that being there too.

Melee had a huge buff.  How?  Well, even firing in SA mode is a Complex now.  Oh, and not to mention you no longer half your strength for melee.  As in, the Ork Street Samurai had a sword that did 10P without any strength augmentations.  I liked this, as his melee capabilities were quite relevant.

On the other hand, armor in general got a boost.  There was no longer a difference between Ballistic and Impact armor, and things like Armor Jacket just gave 12 armor.  If there was a cap based on a character's attributes, it wasn't mentioned anywhere.  Most of the enemies in the Food Fight mod had Actioneer Business Clothes for 10 armor as well.

To recap, melee got a boost, armor got simplified, hacking got MONDO simplified (thank the lord) and your attributes are now relevant (another plus that had the hacker in my playgroup squealing), and the success limits were not as imposing as they seemed.

I liked the things I could actually identify as Edition-based changes (as opposed to the Quick Start Rules being lazy or incomplete) but I can't really make a judgement on it yet simply because of all the things the QSR totally left out.
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DamienHollow

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« Reply #13 on: <06-16-13/1813:22> »
I think the one issue I see is that unless there are some affordable/obtainable high level cyber decks then limiting the hackers dice to 6 (the usual rating cap on most affordable gear in SR4) may result in A) systems that are just too tough to reliably hack or B) universally low device ratings (try hacking a drone upgraded to a 5 when you're throwing 5 dice on a test that isn't extended.) I am a little annoyed they turned semi-automatic fire into a complex, but this is more of an "awe... i can't hit the guy with a dart load of Zero before following it with (insert drug of choice here)" or being able to take Aim and shoot in the same turn than truly detrimental to the game. Especially seeing as how having only 1 int pass is a rarity.
« Last Edit: <06-16-13/1819:43> by DamienHollow »

Crunch

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« Reply #14 on: <06-16-13/1842:26> »
I think the one issue I see is that unless there are some affordable/obtainable high level cyber decks then limiting the hackers dice to 6 (the usual rating cap on most affordable gear in SR4) may result in A) systems that are just too tough to reliably hack or B) universally low device ratings (try hacking a drone upgraded to a 5 when you're throwing 5 dice on a test that isn't extended.) I am a little annoyed they turned semi-automatic fire into a complex, but this is more of an "awe... i can't hit the guy with a dart load of Zero before following it with (insert drug of choice here)" or being able to take Aim and shoot in the same turn than truly detrimental to the game. Especially seeing as how having only 1 int pass is a rarity.

Where do you get rolling 5 dice on a Hacking + Logic roll?