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[SR6] Firearms Specialization - weapon types

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Michael Chandra

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« Reply #30 on: <10-24-19/1404:51> »
@Banshee What jacx7 means is, if your expertise and specialization overlap for a certain situation, do you get a bonus from both? For example, if you have Automatics and Pistols and using a BF-pistol, and the GM considers both apply, does the highest apply or the sum?
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Banshee

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« Reply #31 on: <10-24-19/1406:43> »
@Banshee What jacx7 means is, if your expertise and specialization overlap for a certain situation, do you get a bonus from both? For example, if you have Automatics and Pistols and using a BF-pistol, and the GM considers both apply, does the highest apply or the sum?

No ... Expertise is a step up improvement of Specialization not in addition too
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Michael Chandra

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« Reply #32 on: <10-24-19/1415:03> »
True, but the rules don't describe what happens if both your first expertise and your second specialization apply. I would say no stacking, but I do agree it's a shame it's not explicitly stated.
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Xenon

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« Reply #33 on: <10-24-19/1416:22> »
If you have firearms 5 and then for example get a specialization in pistols you will now have Firearms 5 (Pistols +2).
If you then later decide to get an expertise in Firearms you will end up with Firearms 5 (Pistols +3).
Since you now have an expertise you can get a second specialization. For example Automatics. Fireams 5 (Pistols +3, Automatics +2)

If you are now using a light pistol you will have a firearms of 5 + 3 = 8 dice (pistol expertise)
If you are using a machine pistols you will still have firearms of 5 + 3 = 8 (pistols expertise and automatics specialization does not stack)
If you are using an assault rifle then you have a firearms  of 5 + 2 = 7 (automatics specialization)
If you are using a sniper rifle then you have firearms 5 (neither your expertise in pistols nor your specialization in automatics apply)

Banshee

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« Reply #34 on: <10-24-19/1421:48> »
Well I know the intent from development is a definite no stacking

From a RAW I think it's clear too, but that may just be me ... you are converting a specialization into an expertise then learning a new specialization. You should not be having any crossover as the new specialization should be whole new category.
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Xenon

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« Reply #35 on: <10-24-19/1425:05> »
A more interesting question is if the +2 from specialization or the +3 from expertise will count towards the augmented maximum of +4 that in this edition also applies to skills.

SR6 p. 39 Skills
They can be modified by spells, gear, and other effects, but their augmented increase can never be more than +4.

Michael Chandra

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« Reply #36 on: <10-24-19/1429:10> »
Under current RAW, specializations/expertises explicitly are dicepool modifiers, not skill modifiers like Reflex Recorders and Improved Ability.

Under the hinted likely errata, the +4 limit will be on dicepool modifiers, while specializations/expertises will explicitly be converted into skill-bonuses and thus not count for the +4 limit. In other words, under the changed system, a Force 6 Spell Focus would only give you a +4, while the Expertise Spellcasting would still stack at +3 for a total +7. But until the final errata come out, we don't know for sure yet if this will all be in there.
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Banshee

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« Reply #37 on: <10-24-19/1442:16> »
Under current RAW, specializations/expertises explicitly are dicepool modifiers, not skill modifiers like Reflex Recorders and Improved Ability.

Under the hinted likely errata, the +4 limit will be on dicepool modifiers, while specializations/expertises will explicitly be converted into skill-bonuses and thus not count for the +4 limit. In other words, under the changed system, a Force 6 Spell Focus would only give you a +4, while the Expertise Spellcasting would still stack at +3 for a total +7. But until the final errata come out, we don't know for sure yet if this will all be in there.

That I can't comment on as I wasn't in on that decision... I would say MC is most likely correct though

Edit: I mean i can't comment on the intent of the skill limit
« Last Edit: <10-24-19/1558:48> by Banshee »
Robert "Banshee" Volbrecht
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Xenon

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« Reply #38 on: <10-24-19/1743:23> »
Under the hinted likely errata, the +4 limit will be on dicepool modifiers
Wait, what? So the limit will no longer apply to skill augmentation increases...??

Interesting....

Michael Chandra

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« Reply #39 on: <10-24-19/1745:43> »
Given how Improved Ability still lists its own +4 limit, and only Reflex Recorder is another skill-increase source, eh? But we have to wait and see.
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Xenon

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« Reply #40 on: <10-25-19/0152:47> »
Improved Ability have its own limit of "1.5 times the current level (rounded up)".

It also clarify that the standard augmented maximum limit of +4 to skills is in effect (just like Improved Physical Attribute clarify that the standard augmented maximum limit of +4 to attributes is in effect). The augmented maximum limit of +4, at least today, do apply to augmented increases to skill levels (Improved Ability, Reflex Recorder etc).

If the standard augmented maximum of +4 to skills will be removed (instead only apply to positive dice pool modifiers such as wireless enabled smartgun systems and the take aim action etc) then the reference to this second restriction on improved ability will most likely also be removed.....

I am personally not convinced this change will be done in the first place, but you probably have more behind the scenes intel than I do. Time will tell.
« Last Edit: <10-25-19/0215:00> by Xenon »