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Wired Reflex/Synaptic Booster question

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Moonshine Fox

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« on: <08-10-19/1108:41> »
For normal actions/init, an unaugmented person gets one bonus minor action for each d6 init dice (for 2 minor 1 major at 1d6). Both wired reflex and synaptic booster say that they give +1 reaction, +1d6 init dice, and +1 minor action per rating. Is that statment redundent? Am I getting with wired 1 2d6 init with 3 minor 1 major, or am I getting 2d6 init, with 4 minor 1 major (one minor base, one from wired 1, 2 from 2d6)?

Michael Chandra

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« Reply #1 on: <08-10-19/1124:43> »
I would assume it's the same action. If it were an extra action they'd state it far more explicitly.
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markelphoenix

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« Reply #2 on: <08-10-19/1249:27> »
For normal actions/init, an unaugmented person gets one bonus minor action for each d6 init dice (for 2 minor 1 major at 1d6). Both wired reflex and synaptic booster say that they give +1 reaction, +1d6 init dice, and +1 minor action per rating. Is that statment redundent? Am I getting with wired 1 2d6 init with 3 minor 1 major, or am I getting 2d6 init, with 4 minor 1 major (one minor base, one from wired 1, 2 from 2d6)?

Yeah, the wording should be more explicit....

Stormrider

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« Reply #3 on: <08-11-19/0445:43> »
Additionally there is the Rule that you can't have more than 5 minor actions. Thus it would be nonesense to have the maximum at rating 2 of these 2 items.

Xenon

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« Reply #4 on: <08-11-19/0658:16> »
there is the Rule that you can't have more than 5 minor actions
Where?

Stormrider

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« Reply #5 on: <08-11-19/0712:12> »
Page 107 Combat Round

Michael Chandra

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« Reply #6 on: <08-11-19/0718:36> »
Additionally there is the Rule that you can't have more than 5 minor actions. Thus it would be nonesense to have the maximum at rating 2 of these 2 items.
At the start of your turn and there is no restriction as to when you trade Minors for Majors. So theoretically you could trade beforehand.

I'd function under two assumptions: That whenever they mention you get an extra Minor Action, they mean the one you get from having the extra initiative die, and that the 5 Limit is from when it was X minors instead of x+1 so that it should be 6 now.
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Stormrider

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« Reply #7 on: <08-11-19/0747:36> »
I see, what you mean.
And the "never start a player turn" could also be read as, If you didn't spend your minor actions above 5 with anytime actions before your when you get initiative, your actions will get capped at 5.
« Last Edit: <08-11-19/0749:25> by Stormrider »

KatoHearts

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« Reply #8 on: <08-11-19/0812:38> »
The trick is to turn them on after your turn starts iirc.

Michael Chandra

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« Reply #9 on: <08-11-19/1059:25> »
I see, what you mean.
And the "never start a player turn" could also be read as, If you didn't spend your minor actions above 5 with anytime actions before your when you get initiative, your actions will get capped at 5.
Yeah that's how I read it. I'm not sure what the limit is for. Maybe future proving.
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Moonshine Fox

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« Reply #10 on: <08-11-19/1253:43> »
Additionally there is the Rule that you can't have more than 5 minor actions. Thus it would be nonesense to have the maximum at rating 2 of these 2 items.

That’s why I figured it was just a redundant way of saying it.

FastJack

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« Reply #11 on: <08-11-19/1316:08> »
Doesn't matter anyway.

Quote from: 6E, p. 287
Wired reflexes are incompatible with augmentations that affect Reaction or Initiative.

Quote from: 6E, p. 293
The synaptic booster cannot be combined with any other form of Reaction or Initiative enhancement.

Michael Chandra

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« Reply #12 on: <08-11-19/1321:05> »
Doesn't matter anyway.

Quote from: 6E, p. 287
Wired reflexes are incompatible with augmentations that affect Reaction or Initiative.

Quote from: 6E, p. 293
The synaptic booster cannot be combined with any other form of Reaction or Initiative enhancement.
The problem is that the upgrades give dice AND minors. If you then get additional minors from the dice you can theoretically hit 10 Minors.
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FastJack

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« Reply #13 on: <08-11-19/1414:23> »
I'm reading it that you can't have both installed, since that's from the gear description. So, if they both can't be installed, the best you can do is a +4D6 from Wired Reflexes, or a +3D6 from Synaptic Boosters. Likewise, Improved Reflexes (power) goes to a max of 4, granting +4D6 and cannot work with other boosts either. Increase Reflexes (spell) is the only thing that effectively goes beyond +4, and stack with cyber, since it's not an augmentation.

Those are the only four things that give you initiative dice, so the most minors you could get (without the spell) would be 5, or am I missing something?

Michael Chandra

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« Reply #14 on: <08-11-19/1441:15> »
The question is if the extra Minor actions are the ones from the extra initiative dice, or on top of those. So is it '5 dice so 6 Minors PLUS 4 from Wired 4' or 'the mentioned minors are the ones you get from the extra dice'.

Augmented Maximum applies to any source btw, not just ware.
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