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[SR5] Rules Clarifications and FAQ

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khaine1969

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« Reply #135 on: <07-21-13/1634:54> »
Defense checks that include a skill still have limit. For example of you use Dodge you add gymnastics dice but also get a physical limit.

+4 to attributes is not limited to cyber boosts. It is an universal limit to augment attributes (drugs, magic, powers...) that can be ignored of a boost explicit state so. Like reaction enhancers vs wired reflexes.
edit. as Michael already said
the first topic is not a clarification, and I'm pretty sure is dead wrong anyway..
Consider this example
I have reflexes 5 and intuition 5 and some one shoots as me...I roll 10 defense dice and can keep all of them, but if your statement is true and I chose to dodge and add my gymnastics dice, not only do I take a -5 hit on my initiative, but the hits are now limited by physical meaning I get to keep less? I seriously doubt that is how that's intended to work.
This is the problem with an open thread allowing any member to "clarify" the rules, if they're wrong or don't know what they're talking about, then it misleads and confuses everyone. It should be left to questions, that are then answered by the devs and people who count as an official ruling

Typhus

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« Reply #136 on: <07-21-13/1908:36> »
I had the idea right in my head, just worded it inaccurately.  Was up too late.  Thanks for clarifying.

Crunch

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« Reply #137 on: <07-21-13/2023:11> »
the first topic is not a clarification, and I'm pretty sure is dead wrong anyway..


It's correct. See p 191 and 192 under Active Defenses. The text spells it out clearly. When adding a skill to your defense roll you add the appropriate limit. Whether you would rather roll fewer dice with no limit or more dice with the physical limit is a tactical choice.

Quote
Dodge
Any character, armed or unarmed, looking for a quick,
short-term boost to his melee defense can use a Dodge
Interrupt Action against an attack at any point in a Combat
Turn, so long as the character is not surprised (see
Surprise, p. 192). A Dodge action allows the character
to roll Reaction + Intuition + Gymnastics [Physical]
as
his Defense test. Note that since a skill is introduced to
the Defense Test, a limit is introduced as well.
This boost only deducts 5 from his Initiative Score,
but it only lasts for a single Defense Test.

khaine1969

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« Reply #138 on: <07-22-13/0007:26> »
one of us had to be wrong...just illustrates my point...clarifications to the rules should not be posted by just anybody who cares to throw in their 2 cents, it should be left to those who can make official rulings.

mtfeeney = Baron

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« Reply #139 on: <07-22-13/0054:19> »
The people with that power don't post here.
Remember, you don't have to kill the vehicle to stop it, just kill the guy driving it.

Mara

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« Reply #140 on: <07-22-13/0354:24> »
From the discussion thread on "best guns in SR5," Does an internal Smartgun system count as an
"accessory" for limits on what guns can have?(as in, can a Hold Out Pistol have an Internal Smartgun
System put on it?)

Also: this thread really should be stickied if iot is really being used to generate the Official FAQ.

Michael Chandra

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« Reply #141 on: <07-22-13/0744:29> »
Regarding Attribute Boost: It says the boosted stat only applies to dicepools, not to your Physical limit and Initiative ratings. This list is not exhaustive on what it lists, leading to a few questions.

Q: Is Attribute Boost meant to only apply to dicepools period, or is it meant to not apply to your Physical Limit and Initiative Ratings period? In other words, is what it affects the limiting factor, or what it does not affect?

To illustrate:
Body: Does Attribute Boost let you get temporary extra hitboxes?
Strength: Does Damage Value increase, or does a melee fighter always have to depend on Improved Physical Attribute to reach his maximum damage?
Strength: What about Carrying Limits? Can you use Attribute Boost to temporarily raise your lifting/above/carrying baseline (Strength x 15/5/10 kg) or does it only boost the test-dice on being able to handle more than the baseline?

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Counterspelling Foci: These add their Force to your spell defense pool. The rules also state only one focus may add its Force to a dicepool for any given test. Spell Defense, however, is a pool that can be divided over multiple tests.

Q: How does having multiple counterspelling foci types active work for Spell Defense?

Detailed scenario:
Say I have Counterspelling 4, a Counterspelling Focus (Manipulation) Force 3 and a Counterspelling Focus (Combat) Force 2. There's now multiple possible explanations for Spell Defense.
1: Each Focus applies extra dice to the Spell Defense only to be used against type X magic.
1a: Foci of the same type can all be added but you cannot use more than one of each on the same defense test.
2: I must, when forming my Spell Defense pool, determine which of the Foci to add to it.
3: I must, when using my Spell Defense pool, determine whether to add dice from one of the Foci, thus limiting my Spell Defense pool to only get a boost from that Focus this Combat Turn.

Say a Manabolt is tossed at my Street Samurai. I cover him with 3 Counterspelling dice. In case 1 my Pool is now (4-1)+3m+(2-2)c = 3+3m. In case 2 I'd have to determine in advance which of the two to use, so would either have 1 die left + 3 dice against manipulation, or 3 dice left. In case 3 I could add the Combat Focus now and have 3 left, or not add it and have 1 left (+ the option to add one of the foci next time).

If multiple Foci can be added and only 1 can add to each test, we get the interesting case where I might be allowed to add 2 Foci of the same type and use 2 Counterspelling Foci (Combat) Force 2. I could use Focus A against the manabolt and add 1 die from my general spell defense pool, leaving me with 3 dice + the second anti-combat focus unused this Combat Turn. I would not be allowed to add dice from the second focus because I can only add dice from 1 Focus to each test.
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FastJack

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« Reply #142 on: <07-22-13/0805:52> »
one of us had to be wrong...just illustrates my point...clarifications to the rules should not be posted by just anybody who cares to throw in their 2 cents, it should be left to those who can make official rulings.
I'm glad Michael Chandra broke off the discussion to the other thread. If you feel it needs discussion, don't post it here, but discuss it elsewhere. This thread will be for posts that have a source to back them up. In the case of the adding gymnastics imposes a limit, there is a source to back it up, so it's good.

Carmody

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« Reply #143 on: <07-22-13/0946:47> »
How does defense against grenades work?
Bull stated here that there is no defense roll against grenades.
The rules as I understand them explain that there is some defense roll.
It needs to be clarified, and eventually errated
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GiraffeShaman

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« Reply #144 on: <07-22-13/2103:51> »
From another thread, it seems like this is an important one, as it seems to confirm you get defense against grenades...

Page 189 Shadowrun 5th Edition

Defense Modifier Table:  Targeted by area-effect attack –2

This defense modifier makes it should like you can use defense against an area effect attack.

(It's also on pg. 190)

lonewolf1210

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« Reply #145 on: <07-23-13/0510:35> »
I asked this question in 2 other threads, and noone has been able to answer it, although I believe it is quite important:

- Does a rigger who is jumped into a drone and fires a mounted weapon which has smartlink get the boni from smartlink?

Michael Chandra

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« Reply #146 on: <07-23-13/0913:33> »
If a GM lets you Substitute a Stealth skill for Perception, what Limit is used? Still [Mental]?
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quindraco

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« Reply #147 on: <07-23-13/0923:05> »
Pn page 445, Audio Enhancements are listed as having a maximum rating of 3.  On page 444, Vision Enhancements do not list a maximum rating.  Do they have a maximum rating?

Unahim

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« Reply #148 on: <07-23-13/0939:03> »
Is Submersion intended to have a cost of 10 x (rating x 3), while Initiation is 10 + (rating x 3)? That seems kinda steep.

Michael Chandra

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« Reply #149 on: <07-23-13/1200:38> »
When an edged diceroll results in, or is accompanied by, a secondary test, are you unable to edge the second test?

For example, if I cast a Spell with Edge, can I edge the Drain Resistance test? When I edge and still roll a critical glitch with Explosive rounds, am I uncapable of edging the resulting damage soak test? If I summon a Sprite/Spirit with the help of Edge, can I then Edge the Fading/Drain test?

Related: If you multicast, are you allowed to Edge only 1 of the Drain tests?
« Last Edit: <07-23-13/1210:08> by Michael Chandra »
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