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Run & Gun preview issues

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Michael Chandra

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« Reply #45 on: <02-24-14/1830:27> »
You're absolutely right and I'd prefer if your raw, unmodified-by-ware/powers, limits are what counts for the Astral Limit. And it's definitely something we should submit for clarification.
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JackVII

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« Reply #46 on: <02-24-14/1956:57> »
Tailored Pheremones specifically calls out that it doesn't help on magic abilities or tests. Clothes should probably have that tacked on as well.
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Sendaz

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« Reply #47 on: <02-25-14/1401:07> »
Unless you are summoning a Spirit of Man with Fashion Sense, then a sharp suit may come in handy when dealing with the stylish spirit. :P
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ZeConster

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« Reply #48 on: <02-25-14/1650:55> »
Speaking of which, if local law enforcement really reacts to milspec armor with alarms and all, it only takes a milspec outfit and a Force 1 Spirit of Man with a disguise (right before sunset, ideally) for a distraction while you rob a place on the other side of town.

Michael Chandra

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« Reply #49 on: <02-25-14/1700:37> »
Still a 10k distraction which can probably be somehow linked to your Magician.
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Agonar

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« Reply #50 on: <03-04-14/1051:32> »
Run & Gun Preview 3, p.60 (6 of the document)

Progressive Recoil, second paragraph, inside the parenthesis, (1 free + STR/2 (rounded up))

Should be STR/3 to conform with SR5 p.175
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Mara

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« Reply #51 on: <03-05-14/0444:25> »
You know, I like how they talk like cumulative recoil would be a problem if you allowed multiple simple
action attacks. It would be if you had to, you know, take a full IP to get rid of the cumulative recoil. However,
with the errata change: it becomes :IP 1: Bang, Bang, IP 2 :Bang, Aim, IP 3: Bang, Bang...if you are using
Simple Action Bursts from Burst Fire weapons, then, it is IP1: Burst Burst, IP2 Aim, Burst, IP 3 Burst Aim..
Frankly. cumulative recoil doesn't seem that big a deal in that..though, it at least, you know, matters at all,
as opposed to the current all IPs: Aim, shoot.

tasti man LH

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« Reply #52 on: <03-05-14/0527:26> »
Um...no?

From the SR5 rules, you are only allowed one Attack action per Action Phase/ Initiative Pass. You can't attack again until the next Action Phase, and yes, if you don't stop shooting, the Recoil is going to keep getting bigger and bigger until it outstrips your RC.

Unless, of course, you're referring to RG1, which is really just an optional rule.
« Last Edit: <03-05-14/0535:19> by tasti man LH »
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martinchaen

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« Reply #53 on: <03-05-14/0810:35> »
You know, I like how they talk like cumulative recoil would be a problem if you allowed multiple simple action attacks. <znip>
tasti man LH
Pretty sure it's safe to say Mara is indeed talking about the optional rule RG1, yes.

Agonar

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« Reply #54 on: <03-05-14/1012:34> »
You know, I like how they talk like cumulative recoil would be a problem if you allowed multiple simple
action attacks. It would be if you had to, you know, take a full IP to get rid of the cumulative recoil. However,
with the errata change: it becomes :IP 1: Bang, Bang, IP 2 :Bang, Aim, IP 3: Bang, Bang...if you are using
Simple Action Bursts from Burst Fire weapons, then, it is IP1: Burst Burst, IP2 Aim, Burst, IP 3 Burst Aim..
Frankly. cumulative recoil doesn't seem that big a deal in that..though, it at least, you know, matters at all,
as opposed to the current all IPs: Aim, shoot.

I agree.  The way the progressive recoil was originally written and interpreted by many, as needing a full Action Phase of not firing, works better with the one attack per Phase rule implemented in SR5. 

The Errata, as written, seems like it was really meant for SR4, or RG1..  since it helps provide a little incentive to use at least one of your simple action potential attacks to stop attacking and do something to reset recoil.
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Mithlas

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« Reply #55 on: <03-05-14/1853:41> »
I'm not sure why "Second Skin" was added when Form Fitting Body Armor was basically what that was (armor that isn't noticed), but eh. With all of the armor pieces that are custom fit, it might've been easier to just say all armor was this by default and then note ones that were "loose fit" or something like that.

On page 23 under the description for FFBA, it states: "primary value of FFBA is its highly concealability." The sentence should read "primary value of FFBA is its high concealability".

Nightmare

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« Reply #56 on: <03-07-14/1009:16> »
Must say after looking over the third preview, I'm overjoyed that their finally going more in-depth with the called shots to certain body parts and the subsequent injuries.  Not sure about the requirement of all the melee and hand-to-hand moves requiring martial arts as a skill, though.  I mean, some of these moves an unskilled flake knows how to pull off.

Sendaz

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« Reply #57 on: <03-07-14/1103:17> »
Must say after looking over the third preview, I'm overjoyed that their finally going more in-depth with the called shots to certain body parts and the subsequent injuries.  Not sure about the requirement of all the melee and hand-to-hand moves requiring martial arts as a skill, though.  I mean, some of these moves an unskilled flake knows how to pull off.

I wonder if this might not be a slight typo as they mention at the start of the called shot section how some of the Called Shots in the chapter also double as Martial Arts techniques, which are moves a trained character can buy for Karma and then make use of at a discounted modifier.

That implies that some of the skills that play double duty should be able to be used by regular joes as a called shot, but when you pay Karma and learn it as a Technique you get better performance out of it i.e. less modifier to pull off. 

Will have to see how the final cut explains this better....
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Longshot23

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« Reply #58 on: <03-07-14/1132:30> »
That needs to be made more clear.  As it stands currently, each of Zoe's lines is its own manufacturer.  The tables have the name of the line on them instead of the name of the manufacturer.  However, all of the Ares Victory stuff is properly formatted.

When I read it, the little blurb on Zoe actually told read like Zoe no longer existed, and it had been subsumed into Armante.  Thus, I figured that paragraph basically said, "Zoe's not around anymore.  So if you're looking for their stuff, you'll be disappointed."

Other way round - Armante is a part of Zoe. Which implies the grammar needs to be cleaned up for the final product.

Zoe bought out Armante in the wake of Crash 2.0 - I was disappointed that Armante seemed to be a discontinued label/line for much of SR4. The mix-matching of armour-rated Tres Chic clothing was a minor interest, and helped to individualise characters.

Namikaze

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« Reply #59 on: <03-07-14/1539:14> »
Must say after looking over the third preview, I'm overjoyed that their finally going more in-depth with the called shots to certain body parts and the subsequent injuries.  Not sure about the requirement of all the melee and hand-to-hand moves requiring martial arts as a skill, though.  I mean, some of these moves an unskilled flake knows how to pull off.

I wonder if this might not be a slight typo as they mention at the start of the called shot section how some of the Called Shots in the chapter also double as Martial Arts techniques, which are moves a trained character can buy for Karma and then make use of at a discounted modifier.

That implies that some of the skills that play double duty should be able to be used by regular joes as a called shot, but when you pay Karma and learn it as a Technique you get better performance out of it i.e. less modifier to pull off. 

Will have to see how the final cut explains this better....

I agree.  The wording of some of the new called shots seems to imply that you can only perform the action when you have the required martial arts skill/quality/technique/whatever.  It's odd phrasing, but perhaps with more information it'll be made clear.
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