Shadowrun

Catalyst Game Labs => Errata => Topic started by: Patrick Goodman on (11:23:40/06-22-13)

Title: Shadowrun 5 Errata
Post by: Patrick Goodman on (11:23:40/06-22-13)
This thread is meant for errata questions, typos, and things of that nature. Since I'm going to be going through here and gathering this stuff up and compiling it, I'd really like to keep this thread as close to laser-like in focus as is possible. To that end, I'd appreciate any arguments over rules concepts and stuff to be taken elsewhere.

Something like, "Page 98, in the Additional Purchases table: Is 'Registering Spirits' supposed to be 'Registering Sprites'?" is good.

Something like, "Limits suck! Get rid of them!" is bad.

So have at it. Just be concise, focused, and polite. This is time away from my family, and if I don't see the benefit I'll drop it like a hot rock.
Title: Re: Shadowrun 5 Errata
Post by: Patrick Goodman on (11:24:24/06-22-13)
An addendum: Just as a reminder, the previews are from the actual book as it currently exists, so if all you have is the previews, you can still help me out here.
Title: Re: Shadowrun 5 Errata
Post by: Boomstick on (11:30:12/06-22-13)
I started to read the #4 preview the other day and think there is a mistake in this paragraph:

"Determine Initiative Scores for all the characters, critters, spirits, sprites, intrusion countermeasures (IC), and anything else involved in the fight (see Initiative, p. 159). The order in which things happen during the Action Phase is determined by Initiative Scores, going from highest first to lowest last. Initiative is fluid and changes both within a Combat Turn and between Combat Turns. Note that wound modifiers affect the Initiative Score
(see Changing Initiative, p. 160) as soon as the wound is inflicted."

I think it should read "during the Initiative Pass" or even better and righter "during the Combat turn"
Otherwise it does not make sense to me, reading what follows.
Title: Re: Shadowrun 5 Errata
Post by: RHat on (22:26:16/06-22-13)
Would undefined terms be considered valid for errata?  For example:

Quote
During his Action Phase, a character may take two
Simple Actions, though only one can be an attack action.

Should this be followed with a definition of the game term "attack action", or at least a guideline for the meaning?
Title: Re: Shadowrun 5 Errata
Post by: All4BigGuns on (02:01:09/06-23-13)
Would undefined terms be considered valid for errata?  For example:

Quote
During his Action Phase, a character may take two
Simple Actions, though only one can be an attack action.

Should this be followed with a definition of the game term "attack action", or at least a guideline for the meaning?

Don't see where it's necessary. You can make an attack as a Simple Action, and by it being used to attack, it becomes and attack action. Simple Common Sense at work.
Title: Re: Shadowrun 5 Errata
Post by: Boomstick on (07:29:57/06-23-13)
Don't see where it's necessary. You can make an attack as a Simple Action, and by it being used to attack, it becomes and attack action. Simple Common Sense at work.

I'll take it that RHat meant that this could not be so simple, as for example touching would not seem to be an attack, but if you use it to transmit a disease (ghouls) or a nanoswarm, or as a condition for a spell, it could become nasty, while not per se a direct attack. So, are you able to do a simple attack like knifing someone plus make a contact range spell on his friend/or yours when you are a mage?
This thus deserve clarification, IMHO
Title: Re: Shadowrun 5 Errata
Post by: Fade on (19:15:46/06-26-13)
Pg 429:

Caption under rifle picture is "Cavalier Arms Alamo EBR"

The rifle referenced in the stats and description is: "Cavalier Arms Crockett EBR"

Should it read Crockett?  (Hey he was at the Alamo anyway!)
Title: Re: Shadowrun 5 Errata
Post by: Patrick Goodman on (19:23:26/06-26-13)
That one's on the list, Fade. Thanks!
Title: Re: Shadowrun 5 Errata
Post by: Boomstick on (17:00:27/06-27-13)
So the one I reported is not a mistake?
Title: Re: Shadowrun 5 Errata
Post by: Patrick Goodman on (17:52:54/07-02-13)
I thought I'd responded to you on that one, Boomstick; sorry about that. No, the one you mentioned above, about Combat Turn vs Action Phase, is on the list.
Title: Re: Shadowrun 5 Errata
Post by: Boomstick on (18:52:56/07-02-13)
Ok, thank you.
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (07:00:45/07-03-13)
From here (http://forums.shadowrun4.com/index.php?topic=11433.msg212093#msg212093): Rules listing Infiltration rather than Sneaking.

The SR5 origins quick start rules mention "infiltration" + INT on Infiltration Test (p.4, under skill ratings) and again on p.7 under opposed test notation, interestingly saying to sneak past a guard, roll Infiltration +AGI [physical] (which, to my understanding is Sneaking, not Infiltration).

The SR5O core rules mentions Infiltration again on p.365 (under Motion Sensors, and under Sound Detectors).
Title: Re: Shadowrun 5 Errata
Post by: Valashar on (12:37:49/07-03-13)
In the character generation chapter, page 90 (the master skill/skill group listing). There are entries for 'Herding' and 'Lockpicking'. 'Herding' is a specialization of Animal Handling, and I'm guessing that 'Lockpicking' was either a specialization of Locksmith or an earlier name for the same skill?
Title: Re: Shadowrun 5 Errata
Post by: Patrick Goodman on (13:49:32/07-03-13)
Just FYI, everything to this point is under discussion or already addressed.
Title: Re: Shadowrun 5 Errata
Post by: Ryo on (18:29:23/07-04-13)
So since the hardcopy book isn't coming out until August, is there any chance of these Errata you've found making their way in, or is it already in the process of being printed?
Title: Re: Shadowrun 5 Errata
Post by: Bull on (01:49:03/07-05-13)
So since the hardcopy book isn't coming out until August, is there any chance of these Errata you've found making their way in, or is it already in the process of being printed?

Printing a large run book like this is a lengthy process.  The files went to the printer a couple months ago, sadly.
Title: Re: Shadowrun 5 Errata
Post by: Black on (02:25:52/07-05-13)
Just FYI, everything to this point is under discussion or already addressed.

This is a good process.
Title: Re: Shadowrun 5 Errata
Post by: Ryo on (14:17:37/07-05-13)
So since the hardcopy book isn't coming out until August, is there any chance of these Errata you've found making their way in, or is it already in the process of being printed?

Printing a large run book like this is a lengthy process.  The files went to the printer a couple months ago, sadly.

Dang. I'm usually a PDF guy, but I actually want to get the hardcopy for the core rules. I guess I'll wait and see if the full list of Errata includes anything truly bad. I don't mind typos, but when the book gets the numbers wrong, that makes me leery. Might have to wait for a second printing, in that case.
Title: Re: Shadowrun 5 Errata
Post by: Bull on (15:26:25/07-05-13)
I don;t own a single 1st printing of any game major game book that doesn't have a number or two wrong somewhere in it. :)

Just the nature of the game, honestly.  Pathfinder has had 6 printings, and so far 5 of the 6 have Errata documents for them.  D&D 4 PHB has a 27 page Errata document.  7th Seas infamously released a whopping 64-page Eratta booklet for their Players and Gameasters books with one of the GM resource kits.  There's been an errata doc for every first printing of a Shadowrun core book since 1st edition.

It sucks.  It's not fun.  But it's the nature of the beast.  Least we're trying to stay on top of it this time around and get an eratta sheet out immediately.
Title: Re: Shadowrun 5 Errata
Post by: nexusgametheory on (17:31:51/07-05-13)
Is there a place we can see the compiled errata? 

If that was listed I didn't see it.  That way we don't have to keep bringing up something that was already found.  :)
Title: Re: Shadowrun 5 Errata
Post by: Patrick Goodman on (17:47:37/07-05-13)
It's being run through the approval process right now. As I get more news, I will share it.
Title: Re: Shadowrun 5 Errata
Post by: Warmachinez on (19:33:51/07-06-13)
The cost of submersion is off I believe, it list: 10 X(times) (Submersion gradeX3) (P.257)

The cost for Initiation is : 10 +(plus) (initiationX3) (P.325)

The bolded parts are the differences and I think the mistake is the cost of submersion... Let us know, it is becoming a debate between my mage player and the technomancer player
Title: Re: Shadowrun 5 Errata
Post by: Aaron on (20:31:48/07-06-13)
It's an error, yeah. If it's not in the errata already, it will be soon. Thanks!
Title: Re: Shadowrun 5 Errata
Post by: quindraco on (15:10:46/07-08-13)
Table of Contents errors:

The page listing for Trid Entertainment is incorrect - a leading 2 was dropped.
"The Danger of Side Jobs" is misspelled as "The Danger of Sider Jobs".
Vehicle and Drone Mounted Weapons isn't indented, but every other instance of multi-line TOC entries indents the second line.
Title: Re: Shadowrun 5 Errata
Post by: quindraco on (09:13:56/07-09-13)
Page 221: "...illegal or unauthorized use of the gird."  Should be grid.
Title: Re: Shadowrun 5 Errata
Post by: quindraco on (09:27:04/07-09-13)
Page 224:  "...sarariman..." should be salaryman.
Title: Re: Shadowrun 5 Errata
Post by: Bull on (14:34:02/07-09-13)
Page 224:  "...sarariman..." should be salaryman.

Both terms get used in Shadowrun.
Title: Re: Shadowrun 5 Errata
Post by: KarmaInferno on (14:50:24/07-09-13)
It's that whole "l sounding like r" thing.

Sarariman is a lot older in usage than Shadowrun.


-k
Title: Re: Shadowrun 5 Errata
Post by: Archaos on (17:21:12/07-10-13)
Spirits of earth, spirits of fire and spirits of man have mental attributes not equal to F. Is-it true ?

Spirit of fire :
Reaction: F+3
Intuition: F+1
Initiative: ((F x 2) + 3) + 2D6

It would be ((F x 2) + 4) or Intuition: F

Same for spirits of man.
Title: Re: Shadowrun 5 Errata
Post by: Opti on (17:30:36/07-10-13)
It's that whole "l sounding like r" thing.

Sarariman is a lot older in usage than Shadowrun.


-k

Is it just me, or does "Sarariman" smack of racial.... something? I don't know, like making fun of the way someone talks based on where they came from? Salaryman seems more couth. Unless, of course, your 'runner is an uncouth douchebag, lol.
Title: Re: Shadowrun 5 Errata
Post by: quindraco on (09:37:07/07-11-13)
On page 165, under Fire Semi-Auto, it incorrectly says "see Multiple Attacks, p. 96"; it ought to say 196.
Title: Re: Shadowrun 5 Errata
Post by: Aaron on (10:21:46/07-11-13)
Is it just me, or does "Sarariman" smack of racial.... something? I don't know, like making fun of the way someone talks based on where they came from? Salaryman seems more couth. Unless, of course, your 'runner is an uncouth douchebag, lol.
I usually write "salaryman" when I put it into my work, but it's Shadowrun. That means it's got almost 25 years of inertia behind it, including 80s cyberpunk terms like "sarariman," so it often gets edited.

As to whether it's racism ... I'm up in the air about that. While it seems like it's mocking the accent on the surface, if you take the English term, put it into katakana and then back into Romanized ("romanji") Japanese, it comes out "sarariman." YMMV, but I lean toward legit.
Title: Re: Shadowrun 5 Errata
Post by: Elizara Dane on (16:41:53/07-11-13)
Alright, lemme know if this is wrong or has been addressed already

Missing Exotic Melee Weapon entry under "skills"


Title: Re: Shadowrun 5 Errata
Post by: Chrona on (19:48:54/07-11-13)
I cannot find anywhere what Skill Groups max rating at character gen and during play are. Though it says this is 6/12 for single skills (Without aptitude), it used to be different so I assumed it still was. If not then
Quote
Page 88: In character generation, the highest characters can raise a skill is 6 (7 if they purchase the Aptitude quality).After character generation, the highest rating a skill can hit is 12 (13 with the Aptitude quality).
Should probably be changed to clarify this.
Title: Re: Shadowrun 5 Errata
Post by: Crunch on (21:04:55/07-11-13)
p114 PDF Version
The Occult Investigator lists "Magician" as a quality. There is no magician quality in this edition.

p 116 PDF version.

The Combat Mage lists "Magician" as a quality. There is no magician quality in this edition.
The Combat Mage does not have an astral initiative listed.

More general notes.

None of the magician archetypes seem to indicate what type of magician the archetype is supposed to be (Sorcery Adept etc). If the "magician" quality listed for the Occult Investigator and the Combat Mage is supposed to be this indication then it is missing from the Street Shaman.
Title: Re: Shadowrun 5 Errata
Post by: Crunch on (21:18:26/07-11-13)
p 130

This may not be an errata but it is unclear.
"The Automatics skill covers a specific subset of firearms
larger than handheld pistols but smaller than rifles. This
category includes submachine guns and other fully automatic
carbines."

It then lists Assault Rifles as a specialty.
Title: Re: Shadowrun 5 Errata
Post by: Chrona on (21:36:19/07-11-13)
p 130

This may not be an errata but it is unclear.
"The Automatics skill covers a specific subset of firearms
larger than handheld pistols but smaller than rifles. This
category includes submachine guns and other fully automatic
carbines."

It then lists Assault Rifles as a specialty.

I believe they mean Rifles that would be covered by Longarms, like sports rifles and sniper rifles, not assault rifles, which i believe they were covering by saying carbines.
Title: Re: Shadowrun 5 Errata
Post by: Crunch on (21:42:41/07-11-13)
p 130

This may not be an errata but it is unclear.
"The Automatics skill covers a specific subset of firearms
larger than handheld pistols but smaller than rifles. This
category includes submachine guns and other fully automatic
carbines."

It then lists Assault Rifles as a specialty.

I believe they mean Rifles that would be covered by Longarms, like sports rifles and sniper rifles, not assault rifles, which i believe they were covering by saying carbines.

That's why I said it might not be errata. It would be a lot clearer, especially to non gun experts, if they either said "includes submachine guns, assault rifles and other  fully automatic carbines" or said "smaller than longarms."
Title: Re: Shadowrun 5 Errata
Post by: Chrona on (21:53:26/07-11-13)
That's why I said it might not be errata. It would be a lot clearer, especially to non gun experts, if they either said "includes submachine guns, assault rifles and other  fully automatic carbines" or said "smaller than longarms."

 I can agree with keeping a nomenclature to help non experts.
Title: Re: Shadowrun 5 Errata
Post by: Crunch on (22:33:56/07-11-13)
Probably related to the TOC problem, but the Bookmarks for the PDF version list "Gunnery" and "Sensor Attacks" as subheadings under "Bows."
Title: Re: Shadowrun 5 Errata
Post by: Crunch on (22:40:18/07-11-13)
Problem with Charging.

p162 under Running Modifiers
"Characters charging into melee combat gain
a +4 dice pool modifier (making a net bonus of +2
when combined with the general penalty) when running
into melee combat."

p 186 under Attacker Making a Charge Attack
"Along with receiving
this bonus, attackers can ignore the customary –2
penalty to skill checks made when running."
Title: Re: Shadowrun 5 Errata
Post by: tangmcgame on (01:00:49/07-12-13)
Reposted.

1) Pg. 116.  Combat Mage is listed as Metatype: Human, but that picture is anything but.

2) Pg. 123.  Gunslinger Adept has the Adept Quality.
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (06:43:48/07-12-13)
p432: Internal Smartgun cost listed as (Weapon cost) x2.
p433: "Retrofitting a firearm with an internal smartgun system doubles the weapon’s price"

Either the internal smartgun should cost "Weapon cost", or the second line should be "costs double the weapon's price", to make more clear the doubling is what you get as additional costs.
Title: Re: Shadowrun 5 Errata
Post by: Atomixwah on (11:31:16/07-12-13)
Just got my shiny new copy of the Shadowrun 5e PDF and while looking through the character creation section I noticed that the Metatype Attribute Table on page 66 does not list dwarfs having Thermographic Vision. It does list trolls as having therm vision, so I know it is still in the game as a racial ability. Dwarfs in the previous edition did have therm vision so, unless they all suddenly lost it, I think there is an error in the book. Any thoughts?
Title: Re: Shadowrun 5 Errata
Post by: Patrick Goodman on (11:48:43/07-12-13)
It's a known issue that was one of the first things on the errata list. Dwarfs still have thermo.
Title: Re: Shadowrun 5 Errata
Post by: GiraffeShaman on (20:04:42/07-12-13)
Pg. 343, top of the Employer Table, on a result of 2, Secrety Society. Should read Secret Society.
Title: Re: Shadowrun 5 Errata
Post by: Crunch on (22:43:57/07-12-13)
p 227.

"although protection on files does, The Edit File action, p. 239"

The "The" is either improperly bolded and capitalized, superfluous, or should have been preceded by a "see."
Title: Re: Shadowrun 5 Errata
Post by: Nemesis on (03:08:05/07-13-13)
Pg. 343, top of the Employer Table, on a result of 2, Secrety Society. Should read Secret Society.
Or possibly Secretary Society. Even in the sixth world they're who really organizes things and handles all the legwork, even when it comes to hiring runners.

***

p65 (top right paragraph) says that trolls need to pay 50% more for all gear, with no mention of a modified cost for dwarves.
p420 under Size Costs says that equipment size modification costs for both metatypes is included in a Lifestyle cost modifier.

Which is correct?
Title: Re: Shadowrun 5 Errata
Post by: Tali_Zephyr on (12:24:42/07-13-13)
p65 (top right paragraph) says that trolls need to pay 50% more for all gear, with no mention of a modified cost for dwarves.
p420 under Size Costs says that equipment size modification costs for both metatypes is included in a Lifestyle cost modifier.

Which is correct?

I've been told it was decided it should just be the increased lifestyle cost.  Paying extra for all gear, while it may be more realistic is just way to harsh.
Title: Re: Shadowrun 5 Errata
Post by: Deverash on (17:20:40/07-13-13)
The Movement Table (referened in the Movement rules) isn't broken out into a table, but is included in the example of movement on page 162
Title: Re: Shadowrun 5 Errata
Post by: cip on (20:45:05/07-13-13)
I'm not sure about all these, but I guess it can't hurt to contribute this:
Really nice job on the book, by the way.

Title: Re: Shadowrun 5 Errata
Post by: Tali_Zephyr on (21:54:33/07-13-13)
  • I couldn't find the definition of the augmented maximum, although it is mentioned in the "Increase Attribute" adept power for
    example. Maybe my search function doesn't work.

I posted this on www.shadowrun.com forums as well:
Hidden in just one place. P94, second column, 2nd full paragraph

"Keep in mind there are three restrictions when it comes to purchasing gear. First, when purchasing aug-mentations such as cyberware and bioware, each attri-bute rating (Mental and Physical) can only receive an augmentation bonus of up to +4. If the attribute being raised has not reached its natural maximum limit, the attribute can be raised naturally with Karma; but at no point can augmentations exceed the +4 bonus cap"
Title: Re: Shadowrun 5 Errata
Post by: Mara on (04:54:40/07-14-13)
Page 75-76, under the Juryrigger quality, in the uses:

Quote
• Temporarily coax extra performance from a
vehicle’s or drone’s components, increasing its
Sensor or Handling by +1 (if combined with bonuses
from Gearhead, the vehicle’s or drone’s
critical components completely burn out at the
end of the duration from being pushed well beyond
their limits; at that point, the vehicle or
drone becomes a big paperweight).

This section is missing the duration of the effect.
Title: Re: Shadowrun 5 Errata
Post by: Nemesis on (07:39:57/07-14-13)
p95 - First paragraph - Only standard and alphaware are available during character creation.
p451 - Cyberware and Bioware Grades - Standard, alphaware, and used are available during character creation.

As a side note, assuming the latter rule is correct and you can purchase Used Alphaware at creation, this combination requires the normal amount of essence, but has -2 availability and 90% of the cost. This lets a starting character buy cyber/bioware cheaper than normal while also getting items with a normal availability of 14. The availability isn't an issue as all cyber/bio in the main rulebook jump from availability 12 to 15/16 so nothing is affected, but future products might have items at 13/14. Either way, the free cost reduction is an issue that should be patched.
Title: Re: Shadowrun 5 Errata
Post by: Mumpy on (08:04:41/07-14-13)
Pg 100, in the Example Cont. Box: Because she has ties with the Ancients, an all-elven go-gang, she decides to have two contacts with them—a lieutenant and a rank-and-file gag member.  Should be gang
Title: Re: Shadowrun 5 Errata
Post by: GDS on (10:50:30/07-14-13)
Chemical Seal:
pg 436 armor stats table as an option to full body armor
Avail +6, Cost 6000
vs.
pg 437 description (only for full armor) --> pg. 438 armor mods table
Avail 12R,  Cost 3000 (!)


It is probably intentional for keeping the skill groups to 3, but a bit ironic that while Cybertechnology is part of the Biotech skill group yet its counterpart Biotechnology is not...

Title: Re: Shadowrun 5 Errata
Post by: Mumpy on (12:06:12/07-14-13)
Pg. 414 Under Addiction, paragraph 3, first sentence:

Every time you use an addictive substance during (11 — Addiction Rating) weeks in a row, you need to make an Addiction Test.

The sentence is awkward.  I think it should say something like: 'Every time you use an addictive substance at least once a week over a period of (11 - Additiction Rating) weeks, you need to make an Addiction Test.'
Title: Re: Shadowrun 5 Errata
Post by: GiraffeShaman on (12:13:22/07-14-13)
Pg. 132, Hunting Rifles isn't listed as a Specialization of Longarms.
Title: Re: Shadowrun 5 Errata
Post by: Mäx on (12:14:53/07-14-13)
As a side note, assuming the latter rule is correct and you can purchase Used Alphaware at creation
There's no such think as used alpha anymore, used is its own seperate grade now.
Title: Re: Shadowrun 5 Errata
Post by: GDS on (14:30:10/07-14-13)
pg 444 optical & imaging devices table
Monocle (Capacity 1–4)  avail 12R   cost 3,000¥   ???
Obviously repeated from mage sight goggles in the previous row

pg 444 vision enhancement is Rating-based, but no maximum is specified for Rating
Title: Re: Shadowrun 5 Errata
Post by: Crunch on (15:10:22/07-14-13)
p270

[Model] Stealth: This autosoft helps a drone of a
specific model operate with as much stealth as possible
and acts as the Infiltration skill for the drone.

There is no infiltration skill in SR 5.
Title: Re: Shadowrun 5 Errata
Post by: GiraffeShaman on (17:06:07/07-14-13)
Pg. 384

Elite Special Forces: It appears they are missing their Augmentations. Probaly were intented to have something similar to Elite Corp security. They aren't adepts like the LT is.

Elite Special Forces Lieutenant: Has a 6 in place of the word Initiative (Just above the word Condition Monitor)

Also some kind of weird format error on that page. I can't read the page number. The page number is moved further left, and the Elite Corp LT is dropped down and blocking the page number.
Title: Re: Shadowrun 5 Errata
Post by: Crunch on (22:51:36/07-14-13)
Possible error.

On p 437 under armor mods the description of Chemical protection reads.

Chemical protection: Water-resistant, non-porous,
impermeable materials, and a coating of neutralizing
agents protect the wearer against contact-vector
chemical attacks
(Toxins, Drugs and BTLs, p. 408). Add
the rating of the Chemical Protection modification to
tests made to resist contact-vector toxin attacks.

The chart on p408 lists chemical protection as protecting against contact and inhalation toxins.
Title: Re: Shadowrun 5 Errata
Post by: Wuthalao on (02:16:15/07-15-13)
p. 301
The test for binding says Opposed summoning +Magic[Force] v. spirit's Force x 2

I suppose this should be binding and not summoning
Title: Re: Shadowrun 5 Errata
Post by: David Chart on (09:08:27/07-15-13)
Training Rate Table, Page 107: Improving a skill group: New Rating x 2 weeks
Page 105: Skill groups are improved at a rate of [new Rating] x 1 month

Training Rate Table: Are the skill ratings the new ratings, or the current ones? Does it take 5 days or 5 weeks to raise a skill to 5? This doesn't seem to be addressed anywhere. The absence of special rules for getting a rating of 1 suggests that it's the new level, so 5 weeks for 5.

If I have Logic 5, 36 Karma, and 3 days of downtime, can I raise 3 skills from 0 to 3? At the moment, the rules say yes (I can train three skills, and the maximum increase in skills is 3 levels), but none of the examples address this point, so I'm not sure whether this is the intention. In particular, I strongly suspect that it should take at least 6 days, but at the moment the rules don't say that the time taken should be calculated for each individual step of increase, just that it is "new rating days", and the new rating is 3. Alternatively, I could spend 30 Karma and 6 months of downtime to raise the skill group to 3. I also need at least three periods of downtime. I'm not sure that the training times are intended to be quite this different. (No, I don't know why I saved up 36 Karma to do this.)

On the subject of cyberware: page 105, again: "Note that you can’t improve Physical skills or Mental attributes during the same downtime period when
you receive implants or augmentations that improve those same attributes." So can I improve Physical attributes and Mental skills at the same time? I think there must be a typo in here, but I'm not sure whether both should be attributes, or both should be both skills and attributes. Probably both attributes.

Page 105 says that an instructor reduces time by 25%. Kyra's example, page 106, says that the instructor reduces the training time by 25%. Page 105 also sends you to Using Instruction on page 141, where it says that every hit on the test reduces time by one day. I suspect that the rules on one of these two pages are an old version.

Also, page 105 says that the instructor reduces time by 25% (round down). For 6 weeks, the units are weeks, so 25% off, rounded down, is either 5 weeks (if you round down the 1.5 week reduction) or 4 weeks (if you round down the time taken). The example, however, says 4.5 weeks, which isn't rounded down.

Going by the rules on page 141, if my training time is 3 days, and my instructor gets 3 hits, do I need no time at all to learn the skill? (Do I need negative time if she gets 4 hits?) I suspect there's supposed to be a "minimum of one day" in there somewhere, but at the moment I can't find it.
Title: Re: Shadowrun 5 Errata
Post by: RelentlessImp on (12:18:36/07-15-13)
p. 372, Street Cred; does carryover karma from chargen (max of 7) count towards Street Cred? Does the karma you have in chargen count towards this? Or does it only apply to "career" karma, to use an older term?

p. 372, Notoriety; Ork Poser gives a point of notoriety, but the similar Elf Poser doesn't? Rhyme, reason for this at all?
Title: Re: Shadowrun 5 Errata
Post by: quindraco on (15:48:50/07-15-13)
Page 183, Multiple Simultaneous Blasts:

The following sentence is grammatically invalid, and the two possible fixes lead to fundamentally different grenades, so it's not obvious how GMs should fix it:

"When two explosions occur on the same Combat Initiative Score and both blasts effect the same character add half the value of the lower DVs to the highest DV and apply it all as a single modified Damage Value for the purposes of Damage Resistance tests."

Fixes will be in brackets.  Possibility 1:

"When two explosions occur on the same Combat Initiative Score and both blasts [a]ffect the same character[,] add half the value of the lower DV[] to the highest DV and apply it all as a single modified Damage Value for the purposes of Damage Resistance tests."

Possibility 2:

"When two [or more] explosions occur on the same Combat Initiative Score and [they] [a]ffect the same character[,] add half the value of the lower DVs to the highest DV and apply it all as a single modified Damage Value for the purposes of Damage Resistance tests."

The basic question is whether that should be "lower DV" or "lower DVs" - the other spelling and grammar errors are easy to resolve once that's answered.  In case it's not obvious, the difference is that in version 1 three POW 16 grenades (which will happen all the time with SA grenade launchers) resolve at POW 24, but in version 2, they resolve at POW 32.
Title: Re: Shadowrun 5 Errata
Post by: Elizara Dane on (16:27:32/07-15-13)
P.90 in the table under Agility it has a listing of the "Herding" skill. Only other use of this word is under specializations for Animal Handling.
Title: Re: Shadowrun 5 Errata
Post by: khaine1969 on (17:20:25/07-15-13)
A few things
Pg 183 under drone gunnery states" drones must have an autosoft appropriate to the weapon they are wielding in order to attack" and Pg. 269     gives a list of all the autosofts available, however nowhere is there a listing of the costs of such programs.

Pg 269 it states that RCCs can run cyberprograms like a cyberdeck, but the master RCC chart (Pg. 267) does not list how many programs each   model may run at a time.

Pg 184 in the sensor attacks description it says drones resist with "pilot + (model) stealth (handling)
this should be "pilot + (model) evasion (handling)" as described in the example on the same page.

And as a side note the resonance power pulse storm states "For each net hit you get, the targets noise is increased by 1"  how long does this penalty last...should it be a sustained power?

T

Title: Re: Shadowrun 5 Errata
Post by: Elizara Dane on (23:21:24/07-15-13)
P.96 In the list of all the purchases the players make when making their character lists "APDS rounds (300 rounds) 36,000¥"

APDS rounds are listed on the table on P.433 as costing 120¥ per 10 shots, so 300 rounds should cost 3.600¥ unless I'm much worse at math that I thought I was. This misprint is also true for the Explosive and Stick and Shock purchases.
Title: Re: Shadowrun 5 Errata
Post by: Shade on (23:43:23/07-15-13)
Pg. 286

Combat Sense is listed as an Active detection spell. Surely it's passive?
Title: Re: Shadowrun 5 Errata
Post by: GiraffeShaman on (00:41:18/07-16-13)
Pg. 168. The following text appears at the end of the Block section, but I think it should be with the Parry section, as it involves weapon foci.


"Bonus die, such as die from a relevant weapon foci, can be
added to this test."
Title: Re: Shadowrun 5 Errata
Post by: quindraco on (08:08:19/07-16-13)
Page 141.

The table lists the resist to Leadership + Charisma [Social] as Leadership + Willpower [Social], but the block under Using Leadership lists it as Leadership + Willpower [Mental].  Only one of these can be correct.
Title: Re: Shadowrun 5 Errata
Post by: khaine1969 on (12:20:10/07-16-13)
The drone rigger archetype on pg 124 has no autosofts listed in her gear, therefore several of her drones are useless, as they cannot fire their weapons (drones must have an autosoft appropriate to the weapon they are wielding in order to attack) pg 183.
Title: Re: Shadowrun 5 Errata
Post by: Pandion on (17:18:48/07-16-13)
There’s an inconsistency in whether blunt weapons should do Stun or Physical damage.

First, on pg 169. “Stun damage-bruising, muscle fatigue, and the like- is the kind done by fists, kicks, blunt weapons. . .” Which implies the club type weapons should do Stun.

There’s also a part on pg. 186, in the Changing Damage Types sidebar. There it mentions using a called shot to treat a bladed weapon as a club, as a way of using it non-lethally (specifically by using the pommel). This once again implies that clubs are Stun weapons.

The actual weapon chart on pg. 423 lists all blunt weapons as Physical though. Even the sap, which was Stun in 4e and seems particularly unlikely to be a Physical weapon. I’m guessing that the table is wrong, but it’s also possible that the text is.
Title: Re: Shadowrun 5 Errata
Post by: Mäx on (17:42:44/07-16-13)
The street sam archetype has over 600k worth of stuff, way over the max possible of 470k.
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (08:09:48/07-17-13)
p388 states Connection of a contact adds extra dice, p418 states it is a limit modifier.
Title: Re: Shadowrun 5 Errata
Post by: RiggerBob on (15:58:36/07-17-13)
p.100: " For details see Astral Initiative (p. 229]) or Matrix Initiative (p. 313])."
It should read "Astral Initiative (p. 313) or Matrix Initiative (p. 229)

p. 257: Submersion cost: 10 x (Grade x 3) Karma and p. 325: Initiation cost:10 x (Grade x 3) Karma
Is it 10 + (Grade x 3) (as in 4th edition) or really Grade x 30?

Title: Re: Shadowrun 5 Errata
Post by: Zamzoph on (19:26:33/07-17-13)
The Increase [Attribute] spell (p.288), Attribute Boost power (p.309), and Improved Physical Attribute power (p.309) all make reference to an "augmented (Attribute) maximum."  Seeing as it's not mentioned anywhere else in the book, what is the augmented Attribute maximum?  Natural Attribute maximum + 4?  Current natural Attribute + 4?  Something else?

In addition, some clarification needed on p.94:

Quote from: SR5, p.94
First, when purchasing augmentations such as cyberware and bioware, each attribute rating (Mental and Physical) can only receive an augmentation bonus of up to +4.

Throughtout the book, the word "augmentation(s)" seems to only be used to refer to cyberware and bioware.  Do magic, drugs, and other Attribute-enhancers count as augmentations, thereby counting toward this augmentation bonus?
Title: Re: Shadowrun 5 Errata
Post by: Mäx on (23:37:34/07-17-13)
Throughtout the book, the word "augmentation(s)" seems to only be used to refer to cyberware and bioware.  Do magic, drugs, and other Attribute-enhancers count as augmentations, thereby counting toward this augmentation bonus?
So something referencing augmented maximum, isn't refered as augmentation, really thats some scathing logic.
Title: Re: Shadowrun 5 Errata
Post by: Zamzoph on (01:49:07/07-18-13)
As I said, the book seems to refer to augmentation exclusively as cyberware and bioware.  Just check out p.23:
Quote from: SR5, p.23
But if we’re going to be different than them—stronger, faster, and dare I say better—we need an edge. A few of us are lucky enough to get that edge through magic.  For the rest of us, there are augmentations.

If that isn't enough to differentiate magic from augmentation, the whole following section describes cyberware and bioware as augmentations and talks about how magic-users are wary of augmentations because of their essence-depleting nature.

This thread asks for errata questions.  I provided a couple, finding the matter to be unclear going by the book alone.  Having some official clarification doesn't hurt.

---

Moving on, some problems regarding the big rigger example on p.271:
Title: Re: Shadowrun 5 Errata
Post by: FastJack on (07:59:30/07-18-13)
Throughtout the book, the word "augmentation(s)" seems to only be used to refer to cyberware and bioware.  Do magic, drugs, and other Attribute-enhancers count as augmentations, thereby counting toward this augmentation bonus?
So something referencing augmented maximum, isn't refered as augmentation, really thats some scathing logic.
We've had a thread lock over this disagreement of how to interpret augmentation. Please do not start the same argument here.
Title: Re: Shadowrun 5 Errata
Post by: RiggerBob on (10:49:23/07-18-13)
p.303: Spirits of Beasts have the optional power "Natural Weapon (Drain Value = Force Physical damage, AP —)" which should read "Natural Weapon (DV = Force, Physical damage, AP —)"

p. 384, p. 391: The Elite Corporate Security Lieutenant, Fixer and Mafia Consiglieri all have a Data Search skill.

p.397: Hardened Armor: "If the modified Damage Value of an attack is less than the Hardened Armor rating (modified by AP), the attack does no damage. [...] If the modified Damage Value of an attack is greater than the Hardened Armor rating (modified by AP), then perform a Damage Resistance test for the critter as normal..."

What happens if DV = Hardened Armor?

The following example has the same problem: "[...] which means 9P worth of damage is heading for the dragon. The dragon has Hardened Armor 8, and the Smartgun has no armor piercing, so all points of armor are in play. The incoming damage value is greater than than the armor value, so it needs to be resisted (if the dragon had Hardened Armor 10, the shot would have bounced harmlessly off its hide)." What about Hardened Armor 9?
Title: Re: Shadowrun 5 Errata
Post by: Patrick Goodman on (12:16:40/07-18-13)
The intent was for less than or equal to HA rating to bounce the attack, so if DV=HA rating, the attack does no damage. In the example, Cayman's attack would have bounced off the dragon's hide if the dragon had HA 9.

I've turned this in for the errata document.
Title: Re: Shadowrun 5 Errata
Post by: Sorquas on (14:09:42/07-18-13)
p283 - Example Box: Rikki casts a Mana Bolt with 3 net hits and deals 3 Stun damage, it should be Stun Bolt.

p310 - Improved Reflexes (Adept Power): "For each level, you receive +1 to Reaction (this also affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6). The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative."
Either it's not +1D6 per level or it should be 3D6 max. On the other hand it could mean that the absolute maximum of initiative dice you can use is 5D6, but it doesn't stack with anything else so you can't possibly go higher than 4D6 total initiative roll with rank 3. (it's a minor thing, but it could use some clarification)

Astral Initiative - On p101 in the Final Calculations Table it says it's (intuition*2)+2D6. On p314 in the Astral Attributes Table it says Astral Initiative: intuition*2 and Initiative Dice: +2D6 (3D6 total). Which one is true? If i'm misunderstanding something i need an explanation.

Adept Power Points - It doesn't say anything about the Karma cost of Power Points, other than Mystic Adepts don't get any at start and need to buy it for 2 (patched to 5 in one of the posts) Karma/Power Point from the starting Karma. Does this apply to adepts as well if they want to increase their power points at start or buy some more later on? If yes, how much time it takes to increase and spend 1 Power Point?
Title: Re: Shadowrun 5 Errata
Post by: Ryo on (14:09:51/07-18-13)
Not sure if its been brought up yet, but the book is inconsistent on whether Gunnery uses Agility or Logic.


According to Page 146, in the actual Skill section of the book, the linked attribute for Gunnery is Agility.

According to the Active Skill List on page 151, Gunnery is Agility.

However, on Page 183 in the Combat Section, it says a vehicle mounted weapon uses Gunnery + Logic [Accuracy] for remote operation. It also says that firing a vehicle mounted weapon manually doesn't use Gunnery at all, but rather Weapon Skill + Agility [Accuracy].

Then on Page 184 under passive targeting, it says Gunnery + Logic [Sensor].

But then it flips again. In the matrix section on 238, under Control Device, it says firing a drone mounted weapon is Gunnery + Agility.

There is something amiss about this. At the very least, the Matrix example is wrong, since if Logic is used for remote operation, there is no reason the Matrix action should use Agility.
Title: Re: Shadowrun 5 Errata
Post by: Mäx on (16:22:19/07-18-13)
Adept Power Points - It doesn't say anything about the Karma cost of Power Points, other than Mystic Adepts don't get any at start and need to buy it for 2 (patched to 5 in one of the posts) Karma/Power Point from the starting Karma. Does this apply to adepts as well if they want to increase their power points at start or buy some more later on? If yes, how much time it takes to increase and spend 1 Power Point?
Normal adepts amount of powerpoints is equal to their magic rating, unless(or until) they take a powerpoint instead of metamagic on initiation then its magic+number of times they have taken power point on initiation.
Title: Re: Shadowrun 5 Errata
Post by: Sorquas on (08:04:34/07-19-13)
p114 - Occult Investigator Character Sheet: spells are listed in the Alchemical Preparations, so it should be changed to Spells, similarly to other spellcaster archetypes

p114 and p115 - Astral Initiative: Occult Investigator has 12 + 2D6 while the Street Shaman has 8 + 3D6. Can't find any reason why the street shaman should have and extra 1D6

p117 - Brawling Adept: Physical Initiative 8(9) + 1(2)D6 <-- wrong format

p267 - Command Console Table: Vulcan Liegelord and Proteus Poseidon has the exact same statistics except the latter has +2 Availability and costs +2000 nuyen
Title: Re: Shadowrun 5 Errata
Post by: Crunch on (08:30:47/07-19-13)
This is one I'm sure you're aware of, but there are no prices for autosofts.
Title: Re: Shadowrun 5 Errata
Post by: Carmody on (08:31:05/07-19-13)
left example, p. 160:
“he is using his regular Reaction of 3 and Intuition of 5, for an Initiative Score of 8. He has his base of 1 Initiative Die. The Halloweener has Reaction 3 (augmented to 4 thanks to wired reflexes 1) and Intuition 3, for an Initiative Rating of 7 with 2 Initiative Dice (1 base, 1 from wired reflexes).
The dice rolls go like this:
Cayman: Dice roll 11 + Initiative Rating 11 = Initiative Score 22
Saskatchewan Pete: Dice roll 2 + Initiative Rating 8 = Initiative Score 10
Halloweener: Dice roll 9 + Initiative Rating 7 = Initiative Score 16”
It should read:
“he is using his regular Reaction of 3 and Intuition of 5, for an Initiative Attribute of 8. He has his base of 1 Initiative Die. The Halloweener has Reaction 3 (augmented to 4 thanks to wired reflexes 1) and Intuition 3, for an Initiative Attribute of 7 with 2 Initiative Dice (1 base, 1 from wired reflexes).
The dice rolls go like this:
Cayman: Dice roll 11 + Initiative Attribute 11 = Initiative Score 22
Saskatchewan Pete: Dice roll 2 + Initiative Attribute 8 = Initiative Score 10
Halloweener: Dice roll 9 + Initiative Attribute 7 = Initiative Score 16”

Delayed Actions (p161)
“Players can also decide to go after the last player’s Action Pass.”
it should read
“Players can also decide to go after the last player’s Action Phase.“
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (09:45:09/07-19-13)
All Burst attacks state that with the Multiple Attacks Free Action they can target multiple targets with the same burst. However, the Multiple Attacks section (p196) does not contain any rules regarding attacking multiple targets with the same burst.

Edit: The Condition Monitor section does not mention going unconscious when either is filled up. While several spells, effects and 'items' refer to going unconscious as a side effect of it filling up, it is not stated explicitly anywhere.
Title: Re: Shadowrun 5 Errata
Post by: l0calh05t on (11:09:15/07-19-13)
A small one:

P. 165: "(see Multiple Attacks, p. 96)" should be "(see Multiple Attacks, p.196)"
Title: Re: Shadowrun 5 Errata
Post by: l0calh05t on (11:12:14/07-19-13)
Also, how mystic adepts gain power points during advancement isn't clear (http://rpg.stackexchange.com/q/27290/8915)
Title: Re: Shadowrun 5 Errata
Post by: Elizara Dane on (15:03:55/07-19-13)
P.122 - Technomancer archetype has the Complex Form Data Mask, which is not listed in the complex for section.
 Also, is it possible to list the priorities for each type? I think that may help newer players in understanding how each one was built.
Title: Re: Shadowrun 5 Errata
Post by: Mäx on (16:22:26/07-20-13)
Also, how mystic adepts gain power points during advancement isn't clear (http://rpg.stackexchange.com/q/27290/8915)
Really?
It's even explained in the link you provided(they gain them just the same as adepts)[might or might not change in the errata, but thats how it currently works]
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (17:55:07/07-20-13)
Page 179: Suppressive Fire does not mention requiring Full-Auto mode or any requirements at all. All it does is note it uses controlled and fully automatic bursts, but no capitals indicating what firing modes can handle it.
Title: Re: Shadowrun 5 Errata
Post by: Supine on (22:06:14/07-20-13)
In addition to the confusion over the Gunnery skill, there is nothing to say what attribute it uses when fired by a jumped-in Rigger, and on page 183 where Gunnery is described, jumped-in riggers get no mention alongside manual and remote turrets. In the Drone Combat section in the Rigger section, it incorrectly states that Gunnery and Sensor Attack rules are on page 202 rather than pages 183 and 184.

There also appears to be no way to purchase higher grid access outside the one included in Lifestyle, although that may be intentional.

Title: Re: Shadowrun 5 Errata
Post by: Mäx on (08:15:12/07-21-13)
There also appears to be no way to purchase higher grid access outside the one included in Lifestyle, although that may be intentional.
Most likely intention in the sense that there just isn't room in the corebook for it.
As the sidebar does mention that the ones included in Lifestyle are for those who don't buy a better one seperatly.
Title: Re: Shadowrun 5 Errata
Post by: Carmody on (08:51:06/07-21-13)
Sorry if this one has already been reported:

Alchemy example p. 305:
The example states that “She manages to get 6 successes while the opposition gets 0. If she had not used reagents, the potency of the shadow preparation would have been limited to 5 (her Mental limit); instead it’s at 6.” where as it is stated in the step 5 that the test is “an Alchemy + Magic [Force] Test opposed by the Force of the preparation.
Which on is correct, which one shall be corrected? (or did I miss something).

Later in the example, it reads “Because the Potency is 6, the Drain is Physical.” whereas step 6 states "If you get more hits on your Alchemy Test than your Magic rating, the Drain is Physical, otherwise it’s Stun.”. In that example hits = Potency as the preparation did not get any hits, however the wording is wrong. Is the physical/stun drain based on the Potency or the hits?
Title: Re: Shadowrun 5 Errata
Post by: alister on (16:19:48/07-21-13)
the blast spells drain seems to be wrong on p284, it is listed as force drain while ball lightning spell does force -1. both are indirect spell that affect an area. blast does stun and ball lighting does physical. ball lighting is elemental while blast is not. in the past, elemental and  causing physical damage raised drain not lowered it. also something that is not clear, do all indirect spells have AP or just elemental spells?
Title: Re: Shadowrun 5 Errata
Post by: Typhus on (22:57:59/07-21-13)
Most Contacts have the Data Search skill, which is no longer a skill in 5E.   I assume that should be Computer (Matrix Search) instead.

Title: Re: Shadowrun 5 Errata
Post by: Carmody on (09:47:08/07-22-13)
How does defense against grenades work?
Bull stated here (http://forums.shadowruntabletop.com/index.php?topic=11290.msg208685#msg208685) that there is no defense roll against grenades.
The rules as I understand them (http://forums.shadowruntabletop.com/index.php?topic=11789.0) explain that there is some defense roll.
It needs to be clarified, and eventually errated
Title: Re: Shadowrun 5 Errata
Post by: Psikerlord on (21:00:33/07-22-13)
Yes can grenades and therefore AoE spells please be clarified. It appears there is an error in the Blast (AoE) spell example used (there is no mention of any threshold 3 test to land the spell and reduce scatter, instead it is handled like a single target indirect spell attack).

There is also the curious case of the -2 defence modifier for resisting AoE under the ranged defence table. Since you dont get a dodge against AoE, why does this modifier exist? Is it just an error?

Cheers! And brilliant book by the way!
Title: Re: Shadowrun 5 Errata
Post by: Typhus on (01:20:11/07-24-13)
Melee Teamwork Rules, page 188

Quote
The attacker takes a Complex
Action and makes an Opposed Test using her Combat
Skill + Agility [Accuracy] with all appropriate modifiers,
including the Ally in Combat modifier, against the op-
ponent’s Intuition. Hits from this test are added as a
positive dice pool modifier for the next ally to attack
the same opponent.
The next ally can also use these
hits as a bonus on their own teamwork test, hoping
to build the amount of hits they are passing on to the
eventual attacker.

Should the bolded sentence read "Net hits..."? Not much point in it being opposed if the opposition doesn't reduce results.  Or are Net hits on opposed tests just assumed?
Title: Re: Shadowrun 5 Errata
Post by: WSN0W on (11:54:06/07-24-13)
p65 (top right paragraph) says that trolls need to pay 50% more for all gear, with no mention of a modified cost for dwarves.
p420 under Size Costs says that equipment size modification costs for both metatypes is included in a Lifestyle cost modifier.

Which is correct?

I've been told it was decided it should just be the increased lifestyle cost.  Paying extra for all gear, while it may be more realistic is just way to harsh.

It also isn't clear if it's 50 or 100% for Trolls and 10 or 20% for Dwarves. The C-Gen text in multiple places have the 50/10 but the table lists the increase as 100/20% respectively.
Title: Re: Shadowrun 5 Errata
Post by: Palladion on (01:08:26/07-25-13)
SR5 410, Pepper Punch description:

"Someone dosed with pepper punch feels an intense burning on any affected skin; this affect is even more pronounced if it gets in the eyes, nose, or mouth..."

Should read effect.
Title: Re: Shadowrun 5 Errata
Post by: David Chart on (09:14:58/07-25-13)
Repairing Matrix Damage, p. 228, is not completely clear on how much damage needs to be repaired before a device is usable again. I suspect that a single box is enough, but an explicit statement would be helpful.
Title: Re: Shadowrun 5 Errata
Post by: Typhus on (00:26:48/07-26-13)
Combat Action: Stand Up (p 166)

Quote
Using a Simple Action, a character who is lying down or
prone may stand up. If the character is wounded and at-
tempting to stand, he must succeed in a Body + Willpow-
er (2) Test to do so (wound modifiers apply to this test).

How wounded is "wounded"?  Are we truly intended to be rolling to stand up for just one box of damage that hasn't even caused a -1 wound penalty yet?  I could see when (Half BOD) boxes are filled in (total) on the damage track.  But for a headache?  Surely that was one intended for more clarification? 
Title: Re: Shadowrun 5 Errata
Post by: Kyle Morgan on (09:28:01/07-28-13)
On Page 198 under Penetration Weapons ist says: When multiple rounds are fired at a barrier, the damage increases to two boxes for three bullets, three boxes for six bullets...
On the Same Page in the example, Wombat toggles to full auto, yet still does only one box of damage.
Title: Re: Shadowrun 5 Errata
Post by: Kyle Morgan on (11:44:53/07-28-13)
On page 206, the chapter about first aid constitutes: The macimum damage healable with the first aid skill is equal to the skill's rating.
However, the example on the next page allows Full Deck to heal 4 boxes of damage with a skill rating of 1 and a specialization to combat wounds.
Title: Re: Shadowrun 5 Errata
Post by: Elizara Dane on (14:32:15/07-28-13)
On page 206, the chapter about first aid constitutes: The macimum damage healable with the first aid skill is equal to the skill's rating.
However, the example on the next page allows Full Deck to heal 4 boxes of damage with a skill rating of 1 and a specialization to combat wounds.


P.450 "Add the medkit’s rating to your limit on First Aid tests" in the entry for Medkit. This killed me for the longest time too because this is the ONLY mention of this in the book other than the implication in the example.
Title: Re: Shadowrun 5 Errata
Post by: David Chart on (03:36:48/07-29-13)
A few magic ones I don't think I've seen posted yet.

Give the Offering (296): First sentence says you must spend (Force) reagents. Last paragraph is all about what to do if you are not spending any reagents. The summary for reagent use also implies that it is optional.

Circle of Healing (298): This lasts several days. Does anyone who enters the circle during that time get the benefit of the healing spell? If I get healed once, then get wounded again, can I pop back into the circle for more healing? I'm really not sure what the intent is here; the first sentence suggests that it just heals several targets at once. Increase Attribute and Increase Reflexes are Healing spells; do they last several days when cast as a ritual?

Spirit Services Table (302): Aid Study has been missed off. It's in the descriptive text.

Obtain the Telesma (306) says that the unworked telesma or telesma you have worked on are easier to enchant. The artificiality of the telesma is covered by Object Resistance. Working on the telesma does not, however, seem to give you any bonus. (I think it should; that was a nice feature of earlier editions).

Improved Ability (309) says that the maximum possible improvement is current skill x 1.5. Read literally, that means that if I have a skill of 6, I can improve it by 9 points (an improvement of skill x 1.5). I suspect that the intent was for the maximum possible improvement to be current skill x 0.5.

Voice Control (311) is strictly better than Improved Potential (Social) (309): Voice Control gives you +1 Social Limit per level, and other things, and comes in levels so that you can boost your Social Limit by your Magic Rating.

The rules seem to have changed to make non-Awakened talismongers and magical theorists impossible. They were explicitly mentioned as character types in earlier editions, albeit unlikely to be player characters. Is this a retcon so that they never existed (like metahuman allergies) or has something changed in-world (like the Matrix)?
Title: Re: Shadowrun 5 Errata
Post by: Elathan on (09:22:50/07-29-13)
I don't know if this belongs to the errata, but here we go:

It seems it's missing the clarification about the type of weapon that can get a Gas-Vent System (like in SR4A, quoted below).

Quote from: SR4A, page 322
Gas-Vent System: Gas-vent recoil compensation systems vent a weapon’s barrel gases at a specific vector to counter barrel climb. Gas- vent systems can be built into machine pistols, SMGs, assault rifles, and machine guns. Installing them takes up the barrel mount and requires an Armorer + Logic (8, 1 hour) Extended Test; once installed, they cannot be removed. Weapons already equipped with a built-in gas-vent system cannot be equipped with an additional gas-vent system.
The gas-vent 2 system provides 2 points of recoil compensation; the gas-vent 3 system provides 3 points of recoil compensation.

Quote from: SR5, page 431-432
Gas-vent system: Gas-vent recoil compensation sys- tems are barrel-mounted accessories that vent a weapon’s barrel gases at a specific vector to counter muzzle climb. Once installed, a gas-vent cannot be removed. Gas-vent systems provide a number of points of Recoil Compensation equal to their rating.
Title: Re: Shadowrun 5 Errata
Post by: Kyle Morgan on (10:43:33/07-29-13)
On page 206, the chapter about first aid constitutes: The macimum damage healable with the first aid skill is equal to the skill's rating.
However, the example on the next page allows Full Deck to heal 4 boxes of damage with a skill rating of 1 and a specialization to combat wounds.


P.450 "Add the medkit’s rating to your limit on First Aid tests" in the entry for Medkit. This killed me for the longest time too because this is the ONLY mention of this in the book other than the implication in the example.
Aye, the example mentions that too. According to the chapter about first aid, the mental limit should be used. A medkit would increase this limit or it might just replace your skill. Does that mean, your skill rating is a second limit for the test and is the medkit rating overriding your skill limit? I think, the sentence about your skill as another limit just does not fit in and should be taken out, especially since the skill can be defaulted to logic-1.
Title: Re: Shadowrun 5 Errata
Post by: Palladion on (00:12:16/07-31-13)
Missing section from Combat somewhere:

Quote
Unconsciousness: When all of the available boxes in a track (Physical or Stun) are filled in, the character immediately falls unconscious and drops to the ground. If the Stun track is filled in, the character is merely knocked out. If the Physical track is filled in, however, the character is near death and will die unless stabilized.

There is no explicit reference to this in the Combat or Damage sections, but several implied references, SR5 100, 137, 460, etc., as well as the Quick-Start Rules 12 (quoted above).  The other subsections of Applying Damage and Condition Monitor Tracks are probably missing as well.
Title: Re: Shadowrun 5 Errata
Post by: Pumpkin on (05:32:06/07-31-13)
Page 266 - riggers get +1 dice pool for VR whereas hackers get +2 but all initiative bonuses are the same


Should riggers get +2?

Is page 266 in error?

Thanks
Title: Re: Shadowrun 5 Errata
Post by: ImaginalDisc on (02:04:08/08-01-13)
p65 (top right paragraph) says that trolls need to pay 50% more for all gear, with no mention of a modified cost for dwarves.
p420 under Size Costs says that equipment size modification costs for both metatypes is included in a Lifestyle cost modifier.

Which is correct?

I've been told it was decided it should just be the increased lifestyle cost.  Paying extra for all gear, while it may be more realistic is just way to harsh.

It also isn't clear if it's 50 or 100% for Trolls and 10 or 20% for Dwarves. The C-Gen text in multiple places have the 50/10 but the table lists the increase as 100/20% respectively.

Just to follow on this topic, which I find really crucial to basic character creation, the specific page references are:

Page 66 says:

Quote
Dwarf Racial: +2 dice for pathogen and toxin resistance, +20% increased Lifestyle cost
And:
Quote
Troll Racial: Thermographic Vision, +1 Reach, +1 dermal armor, +100% increased Lifestyle costs

While page 94 directly conflicts by saying:

Quote
When a character factors in racial modifiers for gear
costs (trolls have a 50 percent gear and Lifestyle cost
increase, dwarfs have a 10 percent increase in gear
costs)
Title: Re: Shadowrun 5 Errata
Post by: Ryo on (04:37:39/08-01-13)
On page 166, the Throw Weapon action reads as follows:

Throw Weapon
A character may throw a ready throwing weapon (see Ready Weapon, p. 165) by taking a Simple Action. The character may not take any other attack actions in the same Action Phase. Multiple readied throwing weapons can be thrown at a target within Short or Medium range by adding a Multiple Attacks Free Action (see Multiple Attacks, p. 196).

To be consistent with the wording of all other attack actions, the last sentence should be changed to read more like this:

Multiple readied throwing weapons can be thrown at multiple targets within Short or Medium range by adding a Multiple Attacks Free Action (see Multiple Attacks, p. 196).

Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (07:12:33/08-01-13)
Availability Tests do not list how long the tests themselves take, only Delivery Time.
Title: Re: Shadowrun 5 Errata
Post by: Zhavier on (07:37:24/08-01-13)
Two things:  I could not find any information on how many hacker programs an RCC can run, nor any information on the cost of buying autosofts for drones in fifth edition pdf.  Defaults I'm running with are that autosofts cost the same as hacker programs, and that an RCC can run its device rating in hacker programs + whatever autosofts it runs from the sharing/noise filter ability.
Title: Re: Shadowrun 5 Errata
Post by: Kyle Morgan on (06:53:41/08-02-13)
Page 241 constitutes Matrix Perception as a complex action, but in the detailed description only simple tests are mentioned. Might be easily confused as simple action.
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (20:17:23/08-02-13)
Copying these from the SRU forum while responding to the many things there that already were asked/reported/etc. Note that these are direct quotes, so any personal verbs are from their original posters. If any of these were reported elsewhere already I apologize, I'm checking the FAQ and this topic in print preview for every one.

Page 121: Says Code Slinger instead of Codeslinger.

Page 272 of the PDF is titled "A Little Shadow Music" but the book mark is labled "A Little Shadow Magic". So Music was mistyped as Magic in the book mark.

p. 92: 1st Paragraph, 4th sentence "Because his character is combat-orientated, Rob chooses buy Automatics 5..."
Should read: "Because his character is combat-orientated, Rob chooses to buy Automatics 5..."

pg. 211, first column, 4th paragrath, the character is called by the callsign Badger Three, when in the very next column the character chimes in as Badge Four. Bit of a nitpick but eh.

Using Swimming on page 137. "Swimming is a Complex Action." then second sentence later: "You can take a Simple Action to “sprint” with a Swimming + Strength [Physical] Test, adding 1 meter per hit, or 2 meters per hit if you’re an elf or a troll."
So a normal swim move is a complex action and a "sprint" swim move is a simple action? They are probably reversed but the rules as written cannot be correct. unless I have missed something.

The quality "Quick Healer" is worded in such a way that it can be interpreted it gives you additional dice when healing others. This does not sound intended so a clarification is in order.
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (03:24:43/08-05-13)
Page 299: "A watcher’s skills are equal to half the Force of the ritual (rounded up)" should read homonculus, not watcher.
Title: Re: Shadowrun 5 Errata
Post by: Psikerlord on (20:26:44/08-05-13)
I dont suppose this is errata exactly... but in the table where you allocate points to magic/resonance, for bonus resonance skills, it should also probably say "resonance or software skills". Why? because a techno's complex forms all work off the Software skill, which is akin to the Magician's spellcasting skill. At the moment the only thing a Techno can spend his Resonance priorty bonus skill points on is registering, deregistering or compiling, which are all about sprites. We ought to be able to put the bonus points into software too, which is all about complex forms.
Title: Re: Shadowrun 5 Errata
Post by: Orci on (03:09:59/08-06-13)
Baby Monitort should be clarified, that it only tracks overwatch score accumulation while it is running. Otherwise there would be no reason to ever take the check OS simple action. You could always do 2 free action to load babymonitor check it and unload it (without any risk).
Title: Re: Shadowrun 5 Errata
Post by: RHat on (03:17:32/08-06-13)
Baby Monitort should be clarified, that it only tracks overwatch score accumulation while it is running. Otherwise there would be no reason to ever take the check OS simple action. You could always do 2 free action to load babymonitor check it and unload it (without any risk).

Other than if you don't have baby monitor, like if you're a technomancer.
Title: Re: Shadowrun 5 Errata
Post by: David Chart on (06:13:31/08-06-13)
I think there are errata in Addiction Tests on page 414, but the text is difficult to follow, so it may just need clarifying.

I think that the intended rule is as follows. If you take a drug at least once in each of (11-Addiction Rating) consecutive weeks, you must make an Addiction Test. If that is right, then Kamikaze should either have an Addiction Rating of 10, or should not be given as an example of something that could get you hooked with a single dose, because at the moment you need at least two doses, in consecutive weeks.

However, if this is right, I am not at all sure what "The clock on this keeps ticking even if you skip a week" means. If you skip a week, you have not used the drug in more than one consecutive week, so you don't have to make any tests at all.

The source of the problem is that "Every time you use an addictive substance during (11 - Addiction Rating) weeks in a row" does not make sense. The above is just my best guess at what it is trying to say.

As a separate issue, the Magic chapter says that Focus Addiction is not a problem unless the total Force of active Foci exceeds your Magic Rating, but the Addiction rules do not reflect that.
Title: Re: Shadowrun 5 Errata
Post by: ZeConster on (07:14:04/08-06-13)
I think there are errata in Addiction Tests on page 414, but the text is difficult to follow, so it may just need clarifying.

I think that the intended rule is as follows. If you take a drug at least once in each of (11-Addiction Rating) consecutive weeks, you must make an Addiction Test. If that is right, then Kamikaze should either have an Addiction Rating of 10, or should not be given as an example of something that could get you hooked with a single dose, because at the moment you need at least two doses, in consecutive weeks.

However, if this is right, I am not at all sure what "The clock on this keeps ticking even if you skip a week" means. If you skip a week, you have not used the drug in more than one consecutive week, so you don't have to make any tests at all.

The source of the problem is that "Every time you use an addictive substance during (11 - Addiction Rating) weeks in a row" does not make sense. The above is just my best guess at what it is trying to say.

As a separate issue, the Magic chapter says that Focus Addiction is not a problem unless the total Force of active Foci exceeds your Magic Rating, but the Addiction rules do not reflect that.
I already stated my interpretation in a different topic (http://forums.shadowruntabletop.com/index.php?topic=11865.0). As the rules state, even if you don't use the drug at all during a week, it still counts for the timer (traces are still in your system, or there's aftereffects, or something), although the Threshold will decrease by 1 - it isn't until the Threshold hits 0 that you're in the clear. In the case of Kamikaze, if you use it during week 1, and then don't use it during week 2, the Threshold will still be 2 at the end of week 2, which is when you make the Addiction Test.

As for Focus Addiction, the two segments seem compatible: if you use too many foci at the same time (the total Force exceeds your Magic), the GM's allowed to make the timer start ticking, with the total Force as Addiction Rating. This means that with 6 Magic, at 7 total Force you'd face an Addiction Rating of 7, so unless you stayed in the green 2 weeks in a row, you'd need to make a test at the end of week 4.
The most confusing bit about Focus Addiction is that the Addiction Rating can possibly go to 11+, which would mean it takes 0 weeks in a row to require a test. I assume it's 1 week in that case, but still.
Title: Re: Shadowrun 5 Errata
Post by: David Chart on (07:39:15/08-06-13)
I already stated my interpretation in a different topic (http://forums.shadowruntabletop.com/index.php?topic=11865.0).

That looks very plausible. The text needs a complete rewrite, and a couple of examples, but possibly not actual errata.

As for Focus Addiction, the two segments seem compatible: if you use too many foci at the same time (the total Force exceeds your Magic), the GM's allowed to make the timer start ticking, with the total Force as Addiction Rating. This means that with 6 Magic, at 7 total Force you'd face an Addiction Rating of 7, so unless you stayed in the green 2 weeks in a row, you'd need to make a test at the end of week 4.
The most confusing bit about Focus Addiction is that the Addiction Rating can possibly go to 11+, which would mean it takes 0 weeks in a row to require a test. I assume it's 1 week in that case, but still.

For Initiates, the Addiction Rating can go to 11+ while still being under Magic, and thus officially harmless.

I think this, at least, requires errata; the rest may just need clarifying.
Title: Re: Shadowrun 5 Errata
Post by: Accipiter on (09:53:31/08-06-13)
Not sure if this has been addressed...

There seems to be an inconsistency between the climbing table on pg 134 and the Rappelling rules. 

The table states that 'Assisted climbing down (rapelling)' is a flat 2 meters.  The descriptor in the paragraph reads "Rapelling is a simple action, during which you fall at a rate of 20 meters per Combat Turn" (emphasis mine), then goes on tn mention gaining an extra 1 meter per net hit.
Title: Re: Shadowrun 5 Errata
Post by: Accipiter on (10:02:08/08-06-13)
Also, while this may be nitpicking,  the first line under the next section (Climbing Failures and Glitches), it begins "A test while climbing or rappeling..."

I think thst might need a little more clarification where it says "A test".  Is this representing ANY test made while climbing (i.e. combat tests), or is this implying any failed climbing test?
Title: Re: Shadowrun 5 Errata
Post by: BlackJaw on (13:12:41/08-06-13)
I think this is a typo:

The Wireless section for the Smartgun system on page 433 says (emphasis minie) "A wireless smartlink provides a dice pool bonus to all attacks with the weapon: +1 if you’re using gear with a smartlink or +2 if you’re using an augmentation for which you paid Essence." I think that first listing should be Smartgun not smartlink, especially considering working a smartlink with a smartlink doesn't make a much sense as working a smartgun with a smartlink, and the whole listing is under Smartgun not smartlink.
Title: Re: Shadowrun 5 Errata
Post by: thinklibertarian on (15:29:47/08-06-13)
On page 159, the initiative chart says base dice for astral initiative is 2D6.

On page 314, tha Astral Attributes table says Initiative Dice +2D6 (3D6 total).

Which is correct?

P.S. I did a search for "astral initiative" in the book and found:
Page 100, "For details see Astral Initiative (p. 229) or Matrix Initiative (p. 313)."  Both page references are wrong.
Page 101, The Final Calculations table lists it as +2D6
Page 110, sample character "Silver" has +2D6
Page 115, street shaman archetype has +3D6
Page 116, combat Mage archetype does not list astral initiative at all (typo?)
Page 298, the watcher and the homunculus have +1D6 (I assume that is because they are rather weak)
Page 303 and 304, the spirits all have +3D6
Page 382, the wagemage lieutenant has +3D6

Thanks
Title: Re: Shadowrun 5 Errata
Post by: Picesxiii on (03:02:10/08-07-13)
Initiation says you use arcana Page 325 but for most adepts it doesn't make sense as arcana is all about formula and adepts have little use for formula. You can't default on arcana so you couldn't even attempt to Initiate, without the Arcana skill. Right? Should adepts use some other skill for Initiation?

Also Arcana is a Logic skill so why is Initiation Intuition based? For Adepts this is fine Int is important but for a mage Logic + Arcana would make the most sense writing a Thesis. And for a shaman none of the above works to well in my mind. Should Initiation be more like a Drain resistances test that changes for each tradition?
Title: Re: Shadowrun 5 Errata
Post by: RHat on (05:17:53/08-07-13)
Initiation says you use arcana Page 325 but for most adepts it doesn't make sense as arcana is all about formula and adepts have little use for formula.

You mean other than for creating Weapon and Qi Foci up to the maximum that they can have bonded?
Title: Re: Shadowrun 5 Errata
Post by: ZeConster on (08:07:32/08-07-13)
Initiation says you use arcana Page 325 but for most adepts it doesn't make sense as arcana is all about formula and adepts have little use for formula.
You mean other than for creating Weapon and Qi Foci up to the maximum that they can have bonded?
Adepts don't have access to the Artificing skill, though (it's in the Enchanting skill group, which Adepts can't use per page 69), plus I assume researching a focus formula is out, since it states it "may be used by any magician of your tradition", and I don't think adepts have traditions, since page 308 simply states they use Body + Willpower to resist Drain, and the Drain attribute is all a tradition would be good for for adepts.
They still use Arcana to Initiate, but it seems that's all it's good for for them.
Title: Re: Shadowrun 5 Errata
Post by: Xenon on (08:43:35/08-07-13)
Crack File
Table p.244 "Matrix Actions By Limit" list Crack File as both with Attack and Sleaze.
Example w/ BK on p.225 use tries to remove file protection with a Sleaze limit (and fail which give host a mark)
(...later on the same page BK also do it with an Attack limit (take damage on fail)).

Description of the matrix action Crack File on p.238 only list the test with an Attack limit.
Title: Re: Shadowrun 5 Errata
Post by: FastJack on (10:30:05/08-07-13)
This is probably more along the lines of errata, but the skill "Infiltration" shows up a number of times in the book (notably pp. 362-63), but there is no longer a skill with this name.  Presumably all of these references should be Sneaking.
Title: Re: Shadowrun 5 Errata
Post by: Greyman on (19:18:44/08-07-13)
Page 427:

The Steyr TMP says this:

Steyr TMP: This lightweight polymer-frame pistol is capable of full autofire, but its light weight makes it hard to control when firing on full auto. It comes equipped with a built-in top-mounted laser sight.

The accuracy for the weapon is only 4, not 4(5) like the laser sight would imply.

Title: Re: Shadowrun 5 Errata
Post by: Csjarrat on (05:32:32/08-08-13)
Page 427:

The Steyr TMP says this:

Steyr TMP: This lightweight polymer-frame pistol is capable of full autofire, but its light weight makes it hard to control when firing on full auto. It comes equipped with a built-in top-mounted laser sight.

The accuracy for the weapon is only 4, not 4(5) like the laser sight would imply.

also, is the laser sight built in, or is it top mounted? the two are very different as you can remove the top mounted variant and swap it for something else.
cheers
Title: Re: Shadowrun 5 Errata
Post by: thinklibertarian on (18:37:39/08-08-13)
Sensors, page 445 "Sensor array: This sensor package includes up to eight functions listed under Sensor Functions."

Page 446, Sensors table: Sensor Array Capacity 6

Which is correct?

Also, should we assume that the Sensor Finctions listed in the table take up one capacity each?

Thanks
Title: Re: Shadowrun 5 Errata
Post by: Pyromaster13 on (16:53:06/08-09-13)
The Gunslinger Adept lists the Yamaha Raiden as one of it's weapons, but is availability 16F, how did the adept acquire the weapon at chargen?


Also:
Page 430

The Parashield Dart Rifle states that it uses sporting rifle ranges, but since sporting rifles have been assimilated into sniper rifles, it should say sniper rifle ranges

Title: Re: Shadowrun 5 Errata
Post by: RHat on (02:16:29/08-10-13)
Should there be an explicit prohibition against chargen initiation/submersion?  As it is currently, many people take the interpretation that it is permitted, but we've been told that this isn't the case.
Title: Re: Shadowrun 5 Errata
Post by: Accipiter on (11:47:02/08-10-13)
Not sure if it has been brought up:

Under the Interrupt Actions in the combat section, 'Block' lists getting the benefit of bonus die (like from foci), but 'Parry' doesnt seem to include that.
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (17:31:59/08-11-13)
Control Rig:

p266: "When you’re jumped into a vehicle, drone, or other device, the limits of that device are increased by the rating of your control rig. This includes vehicle and drone Sensor, Speed, and Handling, and the Accuracy of mounted weapons when used by the rigger."
p452: "Additionally, the rating of your control rig is added to the Handling and Speed of any vehicle you are jumped into."

Assuming p266 is correct and a vehicle that's rigged cannot suddenly go up to 8x as fast, p452 should be rephrased to make clear the control rig rating merely boosts your [Speed] limits, not the vehicle attribute Speed itself. This basically is the difference between being allowed to keep more hits in Speed Chases, and being able to break the speed of sound with ground vehicles.
Title: Re: Shadowrun 5 Errata
Post by: Nero on (02:17:39/08-12-13)
Page 211, Paragraph 3

A small nit, but:

A voice sliced over the comm. “Can the chatter, Badger Three.”

should be:

A voice sliced over the comm. “Can the chatter, Badger Four.”
Title: Cyber Weapon Accuracy
Post by: Darkfeather69 on (16:41:34/08-12-13)
Where, or if it isn't listed, what are the accuracy for the cyber implant weapons?

Title: Re: Shadowrun 5 Errata
Post by: Crunch on (16:43:48/08-12-13)
As cyber implant weapons use the unarmed skill, and the unarmed skill uses the Physical limit rather than accuracy, I'm guessing that's the answer.
Title: Re: Shadowrun 5 Errata
Post by: Pyromaster13 on (18:09:05/08-13-13)
There is a table on page 458 for the accuracy of cyber implanted guns. For cyber implanted melee weapons they do indeed use physical limit as the limit
Title: Re: Shadowrun 5 Errata
Post by: Kincaid on (18:42:55/08-13-13)
How good an ultrasound system can I fit in my goggles?

Sensors can be put in devices that have capacity (p. 445) and goggles have capacity.  However, the Sensor Housing table on p. 446 suggests that I would need motorcycle-sized goggles to fit Rating 6 ultrasound.  However, the Sensor table on the same page notes that a single sensor rating 2-8 has a capacity cost of 1.  Which is correct and what is the purpose of whichever table is incorrect?

Title: Re: Shadowrun 5 Errata
Post by: Marvingy on (00:50:36/08-14-13)
Don't know if it's been mentioned yet but...

Page 309 (Adepts)
Critical Strike
(Skill)
Cost: 0.5 PP
This power improves a specific melee skill: either
Unarmed Combat, Clubs, Blades, Astral Combat, or a
particular Exotic Melee weapon skill. The specific skill
is chosen when you buy the power. Increase the DV of
your attacks with the selected skill by 1. Critical Strike
is compatible with weapons and other adept powers.
The power may be selected multiple times, each time
for a different melee skill.

(emphasis mine)

Page 117 (Character Archtypes, Brawling Adept)
Adept Powers: Critical Strike (Unarmed Combat) (2, 1 PP)

Are we allowed to purchase Critical Strikes multiple times for the same melee skill, or only once per melee skill?

Cheers!
Title: Re: Shadowrun 5 Errata
Post by: All4BigGuns on (00:52:10/08-14-13)
It has, and that is a major point of contention.
Title: Re: Shadowrun 5 Errata
Post by: Teknodragon on (03:32:17/08-14-13)
p. 460, Basic Bioware table. Bone density's price listed as Raxing x 5,000. The price itself may be in error, in addition to the typo.
Title: Re: Shadowrun 5 Errata
Post by: ZeConster on (09:00:34/08-14-13)
Don't know if it's been mentioned yet but...

Page 309 (Adepts)
Critical Strike (Skill)
Cost: 0.5 PP
This power improves a specific melee skill: either Unarmed Combat, Clubs, Blades, Astral Combat, or a particular Exotic Melee weapon skill. The specific skill is chosen when you buy the power. Increase the DV of your attacks with the selected skill by 1. Critical Strike is compatible with weapons and other adept powers. The power may be selected multiple times, each time for a different melee skill. (emphasis mine)

Page 117 (Character Archtypes, Brawling Adept)
Adept Powers: Critical Strike (Unarmed Combat) (2, 1 PP)

Are we allowed to purchase Critical Strikes multiple times for the same melee skill, or only once per melee skill?
It has, and that is a major point of contention.
It's controversial, but the official word is that they nerfed Critical Strike at a point during the development process after the archetypes were made (and the archetypes have more mistakes in them: the Street Samurai is more than 200k over budget while others have over 10k unspent, some have R7 or R8 bows which apparently break the R6 limit, one has an R5 fake SIN which breaks the Availability limit, to name a few).
You may only take Critical Strike once per melee skill.
Title: Re: Shadowrun 5 Errata
Post by: ZeConster on (10:43:14/08-14-13)
Q: Adrenaline Boost is a Free Action and makes you eat drain the next turn. No limit in use is mentioned. Can you use it in multiple Action Phases in the same Combat Turn? If so, does the drain stack up in one massive drain check, or will it be several independent drain checks?
Barring errata, you can use it every Initiative Pass. You'd take the Drain from each use separately.
This seems like it should be errata'd: if you take Drain seperately, someone could take Adrenaline Boost 5, and add +10 to their Initiative score during their 'last' IP as often as they'd feel comfortable with, getting a ridiculous amount of IPs with very little risk of death (assuming that if you take an odd amount of Stun damage when your Stun track is full, the remaining 1 Stun damage doesn't remain to stack with any further Stun damage you may take, so if you take 3 Stun damage twice, it only becomes 2 Physical damage, not 3). As an example, an otherwise uninjured Troll with 9 Body and 5 Willpower (Stun Track 11, Physical Track 13, 9 Physical Overflow) who does this 25 times would have about a 98.58% of passing out, but only 0.011% of taking 1+ Physical Overflow, and a chance of less than 1 in a trillion of actually dying, because he resists 5 Drain 25 times instead of 125 Drain once.
Title: Re: Shadowrun 5 Errata
Post by: Kincaid on (22:46:26/08-14-13)
In the example for Remove Mark, the IC (not the host) has a rating.
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (06:20:49/08-15-13)
Sample characters: Big list of errors located here (http://forums.shadowruntabletop.com/index.php?topic=11847.0). (With potential fixes for GMs and Missions players.)

On top of that the Ares Predator V (and potentially other weapons too) is wrongly statted on 3 characters:
- Covert Ops Specialist (p113) at 7P, AP -4.
- Drone Rigger (p124) at 7P, AP -1.
- Smuggler (p125) at 7P, AP -4.

Furthermore, the Covert Ops Specialist has a contact with 8 points in it. All other contacts are set right.
Title: Re: Shadowrun 5 Errata
Post by: Shade on (20:42:40/08-15-13)
Page 242, Spoof Command:

The text indicates that you can only spoof an OWNER'S identity, making this relatively useless against any megacorporate target(as the corp's property has the corp, not the employee, as the owner). I do not believe this was the intent. How about replacing: You spoof a device’s owner’s identity, with You spoof a user's identity and You need one mark on the icon you are imitating; you do not need a mark on the target. with You need one mark on the icon you are imitating; you do not need a mark on the target. The icon you are imitating must have enough marks on the target to perform the action you are spoofing, as listed in Control Device.
Title: Re: Shadowrun 5 Errata
Post by: Picesxiii on (14:20:59/08-18-13)
Bone Lacing Pg 454 reads "It gives you extra Body for resisting physical damage" and in the table it list Body Boost to me this reads as extra body. If you look at Bone density pg 459 however It reads "Your Body attribute is increased by the bone density Rating for the purpose of damage resistance tests." This is a little more specific but still confusing dose it raise your attribute or just give a bonus to Damage resist test? is there a difference between the two (other than the costs and lacing gives armor)? If not why get Bone density over lacing?
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (15:30:17/08-18-13)
That does need errata for clarifying it only raises Body for damage resistance tests. Also: physical damage would exclude stun damage.


(The reason it adds to your Body is that the Body part of damage resistance cannot be nullified by Armor Piercing, whereas the Armor part can be nullified. If you have 8+2 +9 and get hit by AP -11, or get caught unarmed, you'd still roll 8+2 dice. If you make a topic on it in the Rules forum I can clarify some more for you.)
Title: Re: Shadowrun 5 Errata
Post by: Kincaid on (17:08:04/08-19-13)
The availability of the Internal Air Tank (p. 456) is Rating.  This means a rating 1 air tank is more accessible than the ubiquitous datajack.  Was a multiplier dropped from the table?
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (17:04:55/08-21-13)
p303: Spirits of Air have Running, not Flight, whereas Spirits of Fire have Flight instead of Running.
Title: Re: Shadowrun 5 Errata
Post by: Xenon on (18:04:53/08-21-13)
(Thought all spirits could move in any direction, independent of gravity... The error here is more likely that Fire should have Running instead of Flight)
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (18:35:48/08-21-13)
(Good point. Maybe they both should have Running and use it as both normal Running and Flight.)
Title: Re: Shadowrun 5 Errata
Post by: Xenon on (05:26:58/08-23-13)
SR5 does not mention a lower essence limit and what happens if you ever reach 0.00 essence (or if 0.00 even is a limit in SR5; don't actually think SR5 explicit state it is not OK to have a negative essence rating).

(Shadowrun Fifth Edition Quick-Start Rules does not mention essence either)

In previous editions your character would die or end up a GM controlled Cyberzombie if you ever hit 0.00 essence.




(yes, spirits use walking and running to move through he air. Air and Fire spirits use running skill to get sprint hits to move faster. Both Air and Fire spirits even have explicit sprint hit range modifiers - but Fire spirits currently lack running skill.
Flight skill on the Fire spirit is probably a leftover from SR4 and should be changed to running skill).
Title: Re: Shadowrun 5 Errata
Post by: RHat on (05:40:06/08-23-13)
(Good point. Maybe they both should have Running and use it as both normal Running and Flight.)

Per page 394, Flight is meant to work as a separate skill and is linked to a different Attribute than Running is.
Title: Re: Shadowrun 5 Errata
Post by: thinklibertarian on (11:45:04/08-23-13)
Page 121, the Decker has Hacking (Hack On The Fly). HotF is not a valid specialization, according to the skill listing on page 145. It should be Devices, Files, Hosts, or Personas.

Check Overwatch Score matrix action is listed as a simple action on page 238 and the charts on page 244. It is listed as complex in the charts on pages 164 and 475.
Title: Re: Shadowrun 5 Errata
Post by: catmandrake on (22:26:56/08-23-13)
Deepweed does not appear on the Addiction Table on page 414 even though its entry on page 411 states that it is physiologically addicting.  What is deepweed's Addiction Rating and Threshold?
Title: Re: Shadowrun 5 Errata
Post by: Frankenship on (22:54:40/08-23-13)
Isn't the quote in the beginning of the book supposed to be from WorldWide WordWatch since it's a definition?  WorldWide WorldWatch is redundant.
Title: Re: Shadowrun 5 Errata
Post by: Cormroc on (18:23:19/08-26-13)
The first sentence of the Activesoft description (p442), blatantly contradicts itself. Are Activesofts available for Physical Active skills or all non-Magic/non-Resonance active skills?
Title: Re: Shadowrun 5 Errata
Post by: JackVII on (21:50:37/08-26-13)
The first sentence of the Activesoft description (p442), blatantly contradicts itself. Are Activesofts available for Physical Active skills or all non-Magic/non-Resonance active skills?
Good catch, that would kill a bunch of character concepts. On top of that, it kind of makes the fluff make no sense if you can't do Technical skillsoft, etc. I'm guessing it's supposed to be anything but Magic/Resonance Skills.

Edit: I just looked at 4th Edition. I think the cause was a poor copy/paste from that edition to this one. In 4th, it basically says the same thing using the same verbiage, but then goes on to list Combat, Physical Active, Vehicle, Technical, etc...
Title: Re: Shadowrun 5 Errata
Post by: thinklibertarian on (10:23:54/08-27-13)
Page 252:

PUPPETEER

You push Resonance commands into a target, forc-ing it to perform a Matrix action. Pick a target and a Matrix action for it to perform. Make a Software + Resonance [Level] v. Willpower + Firewall test with a threshold based on the type of action: 1 for a Free Action, 2 for Simple, and 3 for Complex. If you succeed, the target performs that Matrix action as its next available action.

Is this an opposed test, a threshold test, or both? How does that work?
Title: Re: Shadowrun 5 Errata
Post by: Aaron on (15:57:24/08-27-13)
Sometimes an opposed test has a threshold. Puppeteer is one of those times.
Title: Re: Shadowrun 5 Errata
Post by: JackVII on (16:13:55/08-27-13)
Sometimes an opposed test has a threshold. Puppeteer is one of those times.
p.47 could use a bit of editing. I think it's a good ruling.
Quote
Note that Opposed tests do not list a threshold.
Title: Re: Shadowrun 5 Errata
Post by: Xenon on (09:31:11/08-29-13)
p.74/75 mention "background count".
This is the one and only place that mention this in SR5 core.

Either this reference to background count should be removed
- or it should be explained what it is and how it work.



Instructors cost Instruction*Cost of Spell.  So to get Teacher's Assistant with 2 Skill  to reduce the time it takes for me to learn Manabolt it will cost me $4000?  Shadowrunners are in the wrong market.
(instructor need 4+ skill)
She also need to be awakened, know the spell and invest 1-2 weeks on you.

Combat spells might be illegal or restricted.
Health or detection spells are a lot cheaper.


But why post in the errata thread.
- You feel there is an error with the amount?
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (16:11:25/08-29-13)
Shouldn't that be in the FAQ then?_?
Title: Re: Shadowrun 5 Errata
Post by: Xenon on (05:00:41/08-31-13)
how hard is it to hit someone that sprint?

hidden away on the top of p.163 the book state you have -4 dice to hit a ranged attack against a target that sprint. modifier tables and modifier descriptions only list running (with -2 dice) and no word about a special sprinting modifier.

i feel that either p.163 need an errata to remove the -4 dice pool modifier or modifier tables and descriptions should be clarified and updated with the -4 dice pool modifier for hitting a sprinting target.
Title: Re: Shadowrun 5 Errata
Post by: ChaosArmoury on (12:06:54/09-02-13)
On p. 246, the Track program mentions a Trace User test, but there's no such thing. It should be a Trace Icon test.

I think this has been brought up elsewhere, but the Editor complex form on p. 252 looks redundant with the Edit File Matrix action.
Title: Re: Shadowrun 5 Errata
Post by: FastJack on (12:55:56/09-02-13)
on page 238, DATA SPIKE is a (complex Action) but on page 244 it listed on the table as a Simple, i take it this is a error right?
Title: Re: Shadowrun 5 Errata
Post by: Archaos on (09:40:22/09-06-13)
p. 116 - Combat Mage
What are the priorities assigned to the Combat Mage? I can't recreate the same archetype.
- No skill group : priority D or E for skills
- Human with 28 points in attributes : priority B for attributes (20 points)
- The priority A is not for Magic because the combat mage have Edge 2 and is Human (min. 1 point in special attributes). He is a full magician because he have spellcasting and summoning, and no adept powers. The priority C is for Magic and the D for Metatype.
- D for Metatype => E for skills. Missing a lot of skills points.  ??? with karma ?
- remains A for resources !  :o
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (10:15:17/09-06-13)
ZeConster put him on Magic A, Attributes B, Human C, Skills D, Resources E with 7 Edge instead of 2. You'll want to check out his topic where he analyzed all the Sample Characters.
http://forums.shadowruntabletop.com/index.php?topic=11847.0
Title: Re: Shadowrun 5 Errata
Post by: ZeConster on (14:38:37/09-06-13)
To offer some more details on my line of reasoning:
Title: Re: Shadowrun 5 Errata
Post by: LaughinJack on (01:22:15/09-11-13)
Can a person have a BTL addiction when they don't have cyberware? The Gunslinger adept archetype on pg 123 does.
Title: Re: Shadowrun 5 Errata
Post by: FastJack on (07:42:21/09-11-13)
Can a person have a BTL addiction when they don't have cyberware? The Gunslinger adept archetype on pg 123 does.
Yes. You can still use BTLs with trodes or nanopaste.
Title: Re: Shadowrun 5 Errata
Post by: Xenon on (04:46:17/09-12-13)
In real life Airburst = is the detonation of an explosive device in the air (opposed to a ground burst where you typically throw or launch a grenade that land on the ground and then detonate shortly after or on impact). http://en.wikipedia.org/wiki/Air_burst

In SR5 airburst is not defined and might mean something else.

The airburst-link on p.431 state
"This grenade/rocket launcher smartgun accessory uses a “smart” rangefinder to air-burst the explosive projectile at a point deemed to be both a safe distance from the launcher and within the closest possible proximity to the target. An airburst link reduces the scatter distance for a launched grenade by two meters per net hit instead of by one meter per hit (Determine Scatter, p. 182) when you use the wireless link trigger.
  Wireless: An airburst link requires wireless functionality to function at all. Both the grenades and the launcher must have wireless mode turned on."


For someone that is familiar with what a real life airburst is (that the primary objective of airburst is the aerial detonation, that "airburst" = "detonation of an explosive in the air") the above will be read as: 

"This grenade/rocket launcher smartgun accessory uses a “smart” rangefinder to detonate explosive projectile in the air at a point deemed to be both a safe distance from the launcher and within the closest possible proximity to the target. An airburst link also reduces the scatter distance for a launched grenade by two meters per net hit instead of by one meter per hit (Determine Scatter, p. 182) when you use the wireless link trigger.
  Wireless: An airburst link requires wireless functionality to function at all. Both the grenades and the launcher must have wireless mode turned on."


For someone that is unfamiliar with what a real life airburst is or if the SR5 airburst-link is only used to reduce the scatter distance the above will be read as:

"This grenade/rocket launcher smartgun accessory uses a “smart” rangefinder to aid you when you use a wireless link trigger to detonate the explosive projectile within the closest possible proximity to the target. An airburst link reduces the scatter distance for a launched grenade by two meters per net hit instead of by one meter per hit (Determine Scatter, p. 182) when you use the wireless link trigger.
  Wireless: An airburst link requires wireless functionality to function at all. Both the grenades and the launcher must have wireless mode turned on."


Depending what the SR5 definition of airburst is the description errata for airburst-link should either clarify that the airburst-link will detonate the explosive projectile in the air OR that an airburst-link will only reduce scatter.

(post edited to reflect Michael Chandra comment below)

Can a person have a BTL addiction when they don't have cyberware? The Gunslinger adept archetype on pg 123 does.
Yes. You can still use BTLs with trodes or nanopaste.
(plus a comlink with a sim module -possible also modded for hot-sim (or a cyberdeck)).
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (05:09:28/09-12-13)
For someone that is unfamiliar with what an air-burst is, this description might be read as this smartgun accessory only reduce the scatter distance and that it can not air-burst explosives.
Before you errata this, you'd want to double-check they actually meant that. Aaron thinks they didn't though.
Title: Re: Shadowrun 5 Errata
Post by: Xenon on (10:07:21/09-12-13)
Taste booster headware (p.452 and table on p.453) does not have a max rating.

(It have similar function, essence cost, availability, and cost as Olfactory Booster which have rating (1-6)).
Title: Re: Shadowrun 5 Errata
Post by: T-Hatchet on (15:21:16/09-12-13)
(copyed from the FAQ thread)
I can not seem to find the Nuyen cost for learning a new ritual only the 5 Karma cost.
How much Nuyen, if any, does learning a new ritual cost?
Title: Re: Shadowrun 5 Errata
Post by: JackVII on (15:28:26/09-12-13)
Homunculiseem to be the only critters with a speed listing of 15/30 rather than something based on agility. While this is awesomely fast, I am assuming it is an error.
Title: Re: Shadowrun 5 Errata
Post by: Chrona on (20:34:02/09-12-13)
Can a person have a BTL addiction when they don't have cyberware? The Gunslinger adept archetype on pg 123 does.
Yes. You can still use BTLs with trodes or nanopaste.
Just Trodes in SR5 for now as nanopaste is gone from core.
Title: Re: Shadowrun 5 Errata
Post by: TalonZorch on (04:02:06/09-13-13)
Page 343 - Employer Table: Table Heading is wrong. It states "Location Type". Correct would be "Employer Type".
Page 381 - Professional Rating 0 Thug Table - Limits are missing.
Page 381 - Professional Rating 0 Lieutenant Table - Condition Monitor is missing.
Page 384 - Professional Rating 6 Lieutenant Table - First line should state "Initiative" not "G"
Page 434 - Grenade Table is already included in Page 435 => Redundant information
Page 460 - Table "Basic Bioware". Entry "Bone density..." - Cost: Is "Raxing x 5,000" should be: "Rating x 5,000"
Title: Re: Shadowrun 5 Errata
Post by: JackVII on (11:24:10/09-14-13)
The Actioneer Business Clothes are listed as Auctioneer Business Clothes in the Index. LOL
Title: Re: Shadowrun 5 Errata
Post by: geozak on (04:04:48/09-15-13)
Pg. 429 In the Ranger Arms SM-5 it says "setting it up or breaking it down takes an Extended Firearms + Logic [Mental] (6, Complex Action) Test."
Firearms is not a skills. My best guess is that it should be Longarms instead of Firearms.
Title: Re: Shadowrun 5 Errata
Post by: thinklibertarian on (12:50:03/09-17-13)
The index states that the Object Resistance Table is on page 296. It is actually on page 295.
Title: Re: Shadowrun 5 Errata
Post by: All4BigGuns on (13:17:44/09-17-13)
Page 343 - Employer Table: Table Heading is wrong. It states "Location Type". Correct would be "Employer Type".
Page 381 - Professional Rating 0 Thug Table - Limits are missing.
Page 381 - Professional Rating 0 Lieutenant Table - Condition Monitor is missing.
Page 384 - Professional Rating 6 Lieutenant Table - First line should state "Initiative" not "G"
Page 434 - Grenade Table is already included in Page 435 => Redundant information
Page 460 - Table "Basic Bioware". Entry "Bone density..." - Cost: Is "Raxing x 5,000" should be: "Rating x 5,000"

The Actioneer Business Clothes are listed as Auctioneer Business Clothes in the Index. LOL

I really hope that these things don't get messed with. Such nitpick things are not worth bothering with, and there are better things to spend time on.
Title: Re: Shadowrun 5 Errata
Post by: martinchaen on (15:44:20/09-17-13)
All4BigGuns; unlike some of the bigger issues, however, a simple spelling mistake is easy to rectify in time for the new edition. If they get around to including those in the next print; cool. I'd agree that it's not worth putting in the Errata if it means it's going to take (much) longer to get the Errata out. They could always do a v1.2 of the Errata once the critical stuff has been addressed.

Still, I think it's worth pointing out all of these things so that they know what to address later.
Title: Re: Shadowrun 5 Errata
Post by: RHat on (22:05:42/09-17-13)
I really hope that these things don't get messed with. Such nitpick things are not worth bothering with, and there are better things to spend time on.

Removing the letter "u" from one location takes no time at all when you've already got someone in there making changes.
Title: Re: Shadowrun 5 Errata
Post by: JackVII on (00:40:30/09-18-13)
I really hope that these things don't get messed with. Such nitpick things are not worth bothering with, and there are better things to spend time on.

Removing the letter "u" from one location takes no time at all when you've already got someone in there making changes.
They would have to move it to its proper place alphabetically, but I would hope that wouldn't be too tough. I just thought it was funny when I spotted it.
Title: Re: Shadowrun 5 Errata
Post by: ShadowMaster on (10:29:53/09-23-13)
pg. 363 has
The first step to bypassing a maglock
is to remove the case and access the maglock’s
electronic guts.

There are no other steps listed.

pg. 404 Devil Rat has the dodge skills, which does not exist in sr5.
Title: Re: Shadowrun 5 Errata
Post by: ZeConster on (12:17:27/09-23-13)
pg. 363 has
The first step to bypassing a maglock is to remove the case and access the maglock’s electronic guts.

There are no other steps listed.
The rulebook describes the second step seperately for each type of maglock: keypad (rewire the circuits or use a sequencer), card reader (same as keypads, although you can instead use a passkey or forged keycard without removing the case), print scanner (don't open the case; instead, duplicate a print or use an authorized user's).
Title: Re: Shadowrun 5 Errata
Post by: Jesentra on (18:37:39/09-23-13)
Not sure if it's errata, but I'd like to see some clarification on Charging. Specifically, what is the minimum distance one must move to be considered charging?

Quote
pg. 186 states:
Running towards a foe makes it a lot more complicated
to read just how your attack is going to land,
and it puts a little extra force behind any strikes you
do make. This bonus is gained on any melee attack
made while the attacking character is considered
running (see Movement, p. 161)
. Along with receiving
this bonus, attackers can ignore the customary –2
penalty to skill checks made when running.

Quote
pg. 161 states:
The Movement Rates (Walk and Run) for each metatype
are noted on the Movement Table. This is the distance the character can move during their
Combat Turn. As soon as the character exceeds
their Walk rate, they are considered
Running until the end of the Combat Turn

and incur any penalties or benefits of running.
Running characters must use a Free
Action in each Initiative Pass they are considered
running.

According to these rules, all a character would have to do is take a Free Action and move at a speed that exceeds their Walking Rate (Agi x2 for all metatypes), and they are considered charging, but charging implies you have momentum, which is near impossible to muster from a standstill. What is the minimum amount of distance that would be required to build up the momentum to be considered "Charging"?
Title: Re: Shadowrun 5 Errata
Post by: JackVII on (19:24:14/09-23-13)
Sounds like (AGIx2) + 1 meters. May not make "sense" but it's part of the abstraction.
Title: Re: Shadowrun 5 Errata
Post by: ShadowMaster on (20:55:07/09-23-13)
pg. 363 has
The first step to bypassing a maglock is to remove the case and access the maglock’s electronic guts.

There are no other steps listed.
The rulebook describes the second step separately for each type of maglock: keypad (rewire the circuits or use a sequencer), card reader (same as keypads, although you can instead use a passkey or forged keycard without removing the case), print scanner (don't open the case; instead, duplicate a print or use an authorized user's).
Those items also have crack open the case listed as a step.  I am sure there is a step missing as it should be possible to take down the maglock itself without having to deal with the keypad, it just means that the keypad will probably log an anomaly.
Title: Re: Shadowrun 5 Errata
Post by: JackVII on (21:27:48/09-23-13)
pg. 363 has
The first step to bypassing a maglock is to remove the case and access the maglock’s electronic guts.

There are no other steps listed.
The rulebook describes the second step separately for each type of maglock: keypad (rewire the circuits or use a sequencer), card reader (same as keypads, although you can instead use a passkey or forged keycard without removing the case), print scanner (don't open the case; instead, duplicate a print or use an authorized user's).
Those items also have crack open the case listed as a step.  I am sure there is a step missing as it should be possible to take down the maglock itself without having to deal with the keypad, it just means that the keypad will probably log an anomaly.
You make another Locksmith + Agility [Physical] (Maglock Rating x 2, 1 Combat Turn) Extended Test to rewire the maglock innards to not have to deal with the keypad.
Title: Re: Shadowrun 5 Errata
Post by: Noble Drake on (22:24:17/09-23-13)
Sounds like (AGIx2) + 1 meters. May not make "sense" but it's part of the abstraction.
An absolute minimum distance to charge being 3 meters makes plenty of sense... people don't tend to really gain all that much more momentum than what they can build in a few good strides, which 3 meters (also known as 9 feet, 9 inches) provides room for...
Title: Re: Shadowrun 5 Errata
Post by: JackVII on (01:13:15/09-24-13)
Sounds like (AGIx2) + 1 meters. May not make "sense" but it's part of the abstraction.
An absolute minimum distance to charge being 3 meters makes plenty of sense... people don't tend to really gain all that much more momentum than what they can build in a few good strides, which 3 meters (also known as 9 feet, 9 inches) provides room for...
10 feet isn't all that much space in my opinion, but that's neither here nor there really. The real weirdness is that someone with an AGI of 6 needs 13 meters to charge someone.
Title: Re: Shadowrun 5 Errata
Post by: acolyte99 on (01:27:16/09-24-13)
In the FAQ-thread Aaron suggested to put this into the Errata thread:

The Spirit Basics entry on p. 301 states (emphasis mine):
Quote
  When materialized, the spirit uses astral perception (its only perception) to perceive the physical world.

The sentence just before this quote suggests, that materialized spirits can see physically (colors, transparent glass etc.) and astrally (emphasis mine):
Quote
The spirit is dual-natured while it’s materialized, which means it exists simultaneously on the physical and astral plane, meaning it can see objects in both places

Additionally:
All spirits have Perception, which would be useless, if the quoted sentence is correct, because they could always use Assensing.

Normally (and in SR4) one could argue, that a materialized spirit is dual-natured and the "Dual-natured" critter power stated that " that a dual-natured critter always senses both the physical and astral worlds". But with this "astral perception (its only perception)"-quote specific would trump general and materialized spirits wouldn't be able to see colors, see through glass, hear words exactly (not muffled like from astral space), see photographs etc.

Is that intended?
Title: Re: Shadowrun 5 Errata
Post by: martinchaen on (04:03:30/09-24-13)
Not sure if it's errata, but I'd like to see some clarification on Charging. Specifically, what is the minimum distance one must move to be considered charging?

+1. Does an AGI9 character really have to run 19 (9*2+1) meters to be considered charging?
Title: Re: Shadowrun 5 Errata
Post by: Jesentra on (09:57:55/09-24-13)
Sounds like (AGIx2) + 1 meters. May not make "sense" but it's part of the abstraction.

Quote
+1. Does an AGI9 character really have to run 19 (9*2+1) meters to be considered charging?

See, this was my first thought as well, that you had to actually exceed your walking rate in meters before you could charge. I was actually going to address this same thing when I first made the post, but as per the rules:

Quote
pg. 161 states:
The Movement Rates (Walk and Run) for each metatype
are noted on the Movement Table. This is the distance the character can move during their
Combat Turn. As soon as the character exceeds
their Walk rate, they are considered
Running until the end of the Combat Turn
and incur any penalties or benefits of running.
Running characters must use a Free
Action in each Initiative Pass they are considered
running.

As I re-read it, the term "rate" suggests that it's not saying that you actually have to move [Agi x2] +1 meters, you have to move at a rate of movement, or speed, of that many meters in a combat turn. This is the interpretation that I have concluded, because it makes more sense than an Agi 6 person needing 13 meters to charge, and a less agile Agi 2 only needing 5.

But I'd totally agree some rewording could help.
Title: Re: Shadowrun 5 Errata
Post by: JackVII on (10:35:31/09-24-13)
Sounds like (AGIx2) + 1 meters. May not make "sense" but it's part of the abstraction.

Quote
+1. Does an AGI9 character really have to run 19 (9*2+1) meters to be considered charging?

See, this was my first thought as well, that you had to actually exceed your walking rate in meters before you could charge. I was actually going to address this same thing when I first made the post, but as per the rules:

Quote
pg. 161 states:
The Movement Rates (Walk and Run) for each metatype
are noted on the Movement Table. This is the distance the character can move during their
Combat Turn. As soon as the character exceeds
their Walk rate, they are considered
Running until the end of the Combat Turn
and incur any penalties or benefits of running.
Running characters must use a Free
Action in each Initiative Pass they are considered
running.

As I re-read it, the term "rate" suggests that it's not saying that you actually have to move [Agi x2] +1 meters, you have to move at a rate of movement, or speed, of that many meters in a combat turn. This is the interpretation that I have concluded, because it makes more sense than an Agi 6 person needing 13 meters to charge, and a less agile Agi 2 only needing 5.

But I'd totally agree some rewording could help.
I don't think I understand what you're saying. In SR terms, "rate" seems to be defined as:
Quote
This is the distance the character can move during their Combat Turn.
On the chart, it is defined for all metahumans as (AGIx2). Using word substitution on the next sentence would read:
Quote from: Word Substitution
As soon as the character exceeds the distance of (AGIx2), they are considered Running until the end of the Combat Turn and incur any penalties or benefits of running.

I'm not saying I agree with it, but I think it is fairly clear. I'm considering houseruling it to 5 meters.
Title: Re: Shadowrun 5 Errata
Post by: Jesentra on (12:16:16/09-24-13)
Sounds like (AGIx2) + 1 meters. May not make "sense" but it's part of the abstraction.

Quote
+1. Does an AGI9 character really have to run 19 (9*2+1) meters to be considered charging?

See, this was my first thought as well, that you had to actually exceed your walking rate in meters before you could charge. I was actually going to address this same thing when I first made the post, but as per the rules:

Quote
pg. 161 states:
The Movement Rates (Walk and Run) for each metatype
are noted on the Movement Table. This is the distance the character can move during their
Combat Turn. As soon as the character exceeds
their Walk rate, they are considered
Running until the end of the Combat Turn
and incur any penalties or benefits of running.
Running characters must use a Free
Action in each Initiative Pass they are considered
running.

As I re-read it, the term "rate" suggests that it's not saying that you actually have to move [Agi x2] +1 meters, you have to move at a rate of movement, or speed, of that many meters in a combat turn. This is the interpretation that I have concluded, because it makes more sense than an Agi 6 person needing 13 meters to charge, and a less agile Agi 2 only needing 5.

But I'd totally agree some rewording could help.
I don't think I understand what you're saying. In SR terms, "rate" seems to be defined as:
Quote
This is the distance the character can move during their Combat Turn.
On the chart, it is defined for all metahumans as (AGIx2). Using word substitution on the next sentence would read:
Quote from: Word Substitution
As soon as the character exceeds the distance of (AGIx2), they are considered Running until the end of the Combat Turn and incur any penalties or benefits of running.

I'm not saying I agree with it, but I think it is fairly clear. I'm considering houseruling it to 5 meters.

The table tells you the distance you can travel in a combat turn because it tells you the rate of movement, and how far you can travel going said rate in 3.3 seconds. Like, if the table were to say that a car can go 60 klicks in an hour, what it's telling me is that the car has a speed of 60 kph. That is it's movement rate.  That doesn't mean a character must go that distance, just like I can drive that car at 60 kph for only twenty kilometers.

As I'm reading it, it's saying that you must be moving at a speed that exceeds the rate of Walking (Agi x 2). Whether the target you're charging is a full Agi x 4 meters away or less than that is irrelevant. After all, if you were forced to travel (Agi x 2) + 1, that means that you could potentially be prevented from charging someone who is relatively close to you, if you're fortunate enough to enjoy multiple Initiative Passes in a turn and you are on your last Pass, since the movement rate is divided by your Passes, and you might not exceed the minimum distance required in that one pass.

I agree, I think 3-5 meters is where I'd house rule it.
Title: Re: Shadowrun 5 Errata
Post by: T-Hatchet on (21:50:20/09-24-13)
The Addiction negative quality lists Alchemical preparations as a possible addiction but the Addiction table on page 414 does not list Alchemical preparations (or Deepweed).
Title: Re: Shadowrun 5 Errata
Post by: Zar on (16:42:13/09-25-13)
So when is the Errata document coming out?
Title: Re: Shadowrun 5 Errata
Post by: Xenon on (06:29:02/09-29-13)
Arcana is listed and linked to Logic in all tables and in the skill description.

...but you can not (never) default to Logic and in all four cases where the book state that you can use Arcana skill for a test the book tell us that we use it together with either Magic (researching your own artificing formula and translating an artificing formula from another tradition) or Intuition (initiation and when you try to recognize a preparation).



Update:
Restricted skills p.89 only list [or point to a list at p.151] of skills with a magic or resonance attributes
This list does not contain Arcana, Astral combat or Assensing.

p.142 state that "Magic skills" are reserved for those who practice magic. In the skills that follow under "Magic skills" we find Arcana, Astral combat and Assensing.

It also mention quality that provide Magic rating (in SR5 being awakened is a priority and not a quality as it was in SR4).

The description of Arcana on p.142 state that you can specialize it in Spell Design, Focus Design, Spirit Formula.
The book only have rules for researching or translating Focus formula. There are no rules how to use Arcana to design spells or spirit formula...

p.278 state that an awakened character that have a maximum magic rating at zero convert all their magic skills except Arcana to knowledge skills,
- indicating that you can still use Arcana as an active skill even without a magic rating (this goes against what p.142 state).

Title: Re: Shadowrun 5 Errata
Post by: T-Hatchet on (04:56:33/09-30-13)
Sensitive System Negative quality as written is open to multiple interpretations rules clarifications are needed on the following.
Quote
This quality works differently for characters who
are technomancers or Awakened and therefore never
plan to take implants.
Does this mean technomancers and the Awakened have additional effects from theis negative quality or alternate effects.

This also raises the question do cloned replacement organs/body parts still exists in SR5 and do these count as bioware?
Title: Re: Shadowrun 5 Errata
Post by: Xenon on (07:21:31/09-30-13)
All "Common Programs" and "Hacking Programs" use the word "Program" and not the word "Cyberprogram".
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (07:23:10/09-30-13)
That's not wrong since nearly all of them talk about themselves ("this program"), and they are still programs, just a specific type. The only question is whether Virtual Machine lets you run more Cyberprograms or more Programs, which is more of a FAQ thing than an errata thing (unless confirmed as intended to read Cyberprograms).
Title: Re: Shadowrun 5 Errata
Post by: Xenon on (04:53:52/10-01-13)
That's not wrong ...
Yes it is.
Programs include but is not limited to autosofts, activesofts, knowsofts, linguasofts, common cyberprograms, hacking cyberprograms, agents, mapsofts, shopsofts and tutorsofts.

If they are not cyberprograms (which they probably should be) then it would be legal to run them in a commlink or a skilljack (and there are several threads about people asking about running them in commlinks so obviously it is easy to miss that they are actually special cyberprograms and not a regular program like a mapsoft). As you also noted it give the ambiguous impression that you might or might not use virtual machine to run autosofts.
- and it also raise the question if you might or might not use virtual machine to run agents...

If the whole chapter used the word cyberprograms instead of programs but virtual machine used the word programs then it would be clear that you can use it to run multiple autosofts and agents. It virtual machine instead used the phrase "cyberprograms and agents" it would be clear that you can not use it to run autosofts. Currently they use the word "programs" in the whole chapter and by context they mean cyberprograms and maybe agents. This mean virtual machine can be used for cyberprograms, it might be used for agents and it can probably not be used for autosofts - but everything is guesswork and it is impossible to figure out the correct intent by just reading the text.

Everything simply get less confusing and a lot easier to understand if you use the correct words and phrases at all times.
"Common programs" is at best ambiguous and at worst not correct at all.
"Common cyberprograms" or "Cyberprograms, common use" is correct (and they even use this phrase in the table on p.442).
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (05:02:25/10-01-13)
They are listed under Cyberprograms, so even if they say "this program", it is obvious they still are Cyberprograms. So I disagree with that just because it always says "this program" it automatically means programs means Cyberprograms here. However, the ambiguity is a good point, thanks for supplying that argument.
Title: Re: Shadowrun 5 Errata
Post by: Xenon on (05:14:03/10-01-13)
They are listed under Cyberprograms...
No they are not (that is the whole point)

They are listed under
"Programs" p.243
"Program listing" p.243
"Common programs" p.245
"Hacking programs" p.245

It should be
"Cyberprograms" p.243
"Cyberprogram listing" p.243
"Common cyberprograms" p.245
"Hacking cyberprograms" p.245

All "Common Programs" and "Hacking Programs" use the word "Program" and not the word "Cyberprogram".

If you really feel so strongly that this is not errata then maybe you can continue this debate in a new thread or send me [yet another] PM.
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (05:27:26/10-01-13)
Page 243: "Programs (technically cybeprograms if they’re for the Matrix)" <--- should be errata'd to read cyberprograms.
Page 441: "Agents and cyberprograms: [...] explained in Programs, p. 243."
Page 442: "Cyberprogram, common use" & "Cyberprogram, hacking" entries.

I agree with that ambiguity should be cleared out of Virtual Machine. The rest seems fine.
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (18:03:03/10-01-13)
P267: "The Sharing rating is the number of autosofts you can run on the RCC that simultaneously run on all slaved drones at the same time. One caveat: if a drone is running any of its own autosofts, it cannot benefit from the RCC’s autosofts."

Line needs more information for proper parsing. Also needs Cyberprograms added. Following Aaron (http://forums.shadowruntabletop.com/index.php?topic=11514.msg240710#msg240710), it should read as follows:

"The Sharing ratio is the number of Cyberprograms and Autosofts combined you can run on the RCC, these simultaneously run on all slaved drones at the same time. One caveat: if a drone is running any of its own programs, it cannot benefit from the RCC's programs."
Title: Re: Shadowrun 5 Errata
Post by: Xenon on (04:03:10/10-05-13)
Final calculations table on SR5 p.101 "Inherit Limits" does not list the Inherit Limit: "Astral"

To find the definition of that specific limit you have read about it on p.278
Title: Re: Shadowrun 5 Errata
Post by: martinchaen on (19:42:47/10-05-13)
The "Shooting through a barrier" example on page 198 erroneously uses the "Penetrating Weapons" rule, when the "Shooting through barriers" rules on page 197 clearly states that:
"If the barrier takes the hit first, the gamemaster rolls Structure + Armor to resist the damage, and the structure takes any unresisted damage. If the Structure rating is exceeded by the damage it suffers, any remaining damage is transferred to the target behind the barrier."

In the example, the goon fires at a Security Door, and unless this is a transparent barrier (which would use the Penetrating Weapons rule directly), the GM would have to roll Structure + Armor, reduce the DV by number of hits, and THEN compare modified DV to structure armor.
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (05:12:11/10-06-13)
Incorrect. There are two cases when attacking through a barrier, one where the attack hits the barrier first (e.g. a blunt attack), another where the attack is performed with a penetrating weapon. The example is in error, however, as has been previously posted: It should apply 4 damage from a 10-round burst to the barrier, not just the one.
Title: Re: Shadowrun 5 Errata
Post by: Fedifensor on (13:11:52/10-06-13)
It may not confuse the experienced SR player, but at least one member of my group isn't sure how to interpret "natural maximum" in reference to cyberlimbs, so I thought I'd post it here.

If a human character has a natural Agility of 4, Muscle Toner 1 (raising Agility to 5), and wants to buy a cyberarm with a higher agility, which of these two scenarios is correct?

Scenario #1
The character buys the base cyberarm (Agl 3), increases it to the character's natural level of 4 (Customization +1), then increases it further to 7 (Enhancement +3).

Scenario #2
The character buys the base cyberarm (Agl 3), increases it to the natural maximum of 6 (Customization +3), then increases it further to 9 (Enhancement +3).

Scenario #2 seems to be correct (even though it's more subject to abuse than Scenario #1).  The confusion comes with people thinking the "natural maximum" is referring to their current stat before cyberware modifications, instead of the maximum for the metatype.
Title: Re: Shadowrun 5 Errata
Post by: martinchaen on (09:22:44/10-14-13)
Q: Hydraulic Jacks (page 457) add their Rating to your limit for certain physical tests, but the wireless bonus is a fixed +1 dice pool; is this a typo and should the wireless bonus also be dependent on Rating, or is the dice pool bonus intended to always be +1?

The rules definitely say that you get a flat +1 dice pool bonus. You might want to post in the errata thread, just to be sure.
Reposted from FAQ thread as per Aaron's suggestion.
Title: Re: Shadowrun 5 Errata
Post by: Jesentra on (02:47:31/10-16-13)
pg. 139 The Intimidation paragraph states that the Opposed test uses Cha + Will

Pg. 140 and pg. 141 The example and the "Social Skill Tests" Table state that the opposed test for Intimidation is Intimidation + Willpower.



Also, while there are rules regarding someone who is astrally projecting being knocked unconscious, it never says what happens to them. Do they linger in Astral Space, or do they zip back to their meat bodies? I would normally assume the latter, but since you are able to "lose" your body, and be forced to track it down (as per "While you were out" on pg. 314), it suggests that your mind and body are not linked, and so does not imply that the spirit would return to the body if knocked unconscious.
Title: Re: Shadowrun 5 Errata
Post by: Hard Gim on (07:23:39/10-16-13)
[...]
Voice Control (311) is strictly better than Improved Potential (Social) (309): Voice Control gives you +1 Social Limit per level, and other things, and comes in levels so that you can boost your Social Limit by your Magic Rating.
[...]
At our table we chose to get only +1 instead of +1/level Social Limit for Voice Control.

Additionally at page 70 and 92, Kyra's character got 3 levels of Voice Control for 0.75PP, however p.311 Voice Control is a 0.5PP/level power. Which one is right ?
Title: Re: Shadowrun 5 Errata
Post by: RHat on (18:56:35/10-16-13)
Voice Control (311) is strictly better than Improved Potential (Social) (309): Voice Control gives you +1 Social Limit per level, and other things, and comes in levels so that you can boost your Social Limit by your Magic Rating.

That is not intrinsically an error - SR4 Kinesics had the same relationship with Improved Ability for the Social skills.  That may actually be intentional because of how little there currently is for Social Adepts (who have been given a very subtle, but notable nerf with the change to Kinesics).
Title: Re: Shadowrun 5 Errata
Post by: rca50 on (10:31:08/10-17-13)
P 196 Multiple Attacks.

The last sentence for Multiple attacks states, "The total number of attacks you can make in a single action phase is limited to one half the attackers combat skill."

In the example Wombat is attacking three bouncers.  He has a combat skill of 4.  Shouldn't he only be able to attack two bouncers?
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (13:20:23/10-17-13)
P 169 Multiple Attacks.

The last sentence for Multiple attacks states, "The total number of attacks you can make in a single action phase is limited to one half the attackers combat skill."

In the example Wombat is attacking three bouncers.  He has a combat skill of 4.  Shouldn't he only be able to attack two bouncers?
He does. He may be fighting with 3, but he only multi-attacks two. "and decides to attack two of them." + 12 dice are split into 6 per target.
Title: Re: Shadowrun 5 Errata
Post by: rca50 on (10:57:57/10-18-13)
He does. He may be fighting with 3, but he only multi-attacks two. "and decides to attack two of them." + 12 dice are split into 6 per target.   --
You are correct.  I apologize.  I missed that part. bleh. 
Title: Re: Shadowrun 5 Errata
Post by: Jesentra on (11:57:58/10-19-13)
pg. 235, Matrix Perception sidebar:

The seventh bullet down says "The target's commode".

As much as I would simply adore knowing where John Doe does his business in the mornings, I'm going to bet that is supposed to read "The target's commcode".
Title: Re: Shadowrun 5 Errata
Post by: martinchaen on (13:24:03/10-21-13)
Page 56 under Regaining Edge states that "Your character gets one point of Edge back after a fulfilling meal and a good night's sleep (at least eight hours)".

But page 82 under Negative Qualities, Insomnia, states that "[the character] also regains his Edge after 8 hours of restful sleep." Not "a single point of Edge", or "regains Edge as usual", but "regains his Edge" which at least grammatically implies all Edge.

Which is correct, and is errata needed?
Title: Re: Shadowrun 5 Errata
Post by: Bach_The_Fox on (01:17:24/10-26-13)
From Rules Clarification Thread (lengthy discussion on this rule in SR4A here (http://forums.shadowruntabletop.com/index.php?topic=11514.msg247569#msg247569))

In all previous editions, you could explicitly attack active Foci in Astral space.

Now the only things that interact with them is Disenchanting and Mana Barriers.

Is this intentional or errata worthy?

(Would love a answer either way)
Title: Re: Shadowrun 5 Errata
Post by: The Smiling Bandit on (23:11:46/10-26-13)
haven't seen this one ... sustaining foci aren't in the foci cost table, are they identical too/a subset of spell foci, or is this errataworthy?
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (03:49:21/10-27-13)
haven't seen this one ... sustaining foci aren't in the foci cost table, are they identical too/a subset of spell foci, or is this errataworthy?
Page 319: "There are four types of spell foci." Page 320: Lists Counterspelling, Ritual Spellcasting, Spellcasting and Sustaining Foci.
Title: Re: Shadowrun 5 Errata
Post by: LonePaladin on (04:01:49/10-28-13)
Page 422, under Melee Weapons (the first full paragraph). It states, "The game statistics for improvised melee weapons can be found in Melee Combat (p. 184)", but no such information is in the book.
Title: Re: Shadowrun 5 Errata
Post by: JmOz01 on (20:03:35/10-28-13)
Not sure if it is a mistake or not, but look at resonance loss for technomancers.  Specifically as it reads now:

CURRENTLY AS WRITTEN

Technomancer looses 0.1 essence (A datajack?).  He losses a point of resonance, and his limit goes down.

Technomancer then looses .3 essence (Total essence lost is 0.4), his resonance drops another whole point. His limit would not drop

NOW FOR SOME REAL STRANGENESS

Character goes in for some kind of big purchase, lets say Wired Reflexes 2, losing 3 essence, but only looses 1 resonance.  His limit is hit for 3 points

I THINK THE INTENT is that it is similar to the Magic attribute (where you loose one point per point of essence lost, rounded down)
Title: Re: Shadowrun 5 Errata
Post by: Kincaid on (12:38:40/10-29-13)
Both the powers Ice Sheet and Movement reference a Crash Test, but the cited page (201) simply describes what happens when you crash, not a test to avoid crashing in the first place.
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (08:37:06/11-01-13)
Tracer Rounds state they are the exception to the rule that you can only use 1 ammunition type per clip. This rule, however, is missing from the book.
Title: Re: Shadowrun 5 Errata
Post by: smokey on (12:47:39/11-07-13)
I'm sorry if this has been reported, but I haven't read through 17 pages of this. I'm on about page 6...

The Movement power states that:

"...If used on targets other than the
critter, it also only functions in terrain that the critter controls.
If used only on the critter itself, this power can be
used anywhere. The critter can multiply or divide the target’s
movement rate by up to its Magic attribute.
Only one instance of this power may be applied to
a particular target at any one time. Once the target has
left the critter’s terrain/domain, the power ends and the
target’s movement is returned to normal.
Using Movement on vehicles is tougher than it is on
critters and characters. If the target is a vehicle, the critter
makes a Magic + Willpower test with a threshold of
half the vehicle’s Body (round up), with a minimum of
2. If the critter meets the threshold in this test, multiply
the hits by the vehicle’s Acceleration Rating and add the
result to (or subtract it from) the vehicle’s Speed in the
next Combat Turn, as if making an Acceleration or Deceleration
Test. The critter can continue to make Magic
+ Willpower Tests to increase or decrease the vehicle’s
speed each Combat Turn that it sustains this power and
the vehicle remains in its domain/terrain.
..."

Bold is me, obviously.

The only 'critters' in the book with the Movement power are Spirits. There is however no definition of what terrain a spirit 'controls'. Further, there is no other use of the word "domain" in a powers-related manner that I can find.

Is this because:

  A the critters book, whenever and whatever it is, will include critters that DO have terrain/domains defined (i.e. intentional, but confusing); or

  B there's something missing from Spirit stats/explanation (i.e. errata); or

  C something more extreme such as the Movement power is actually supposed to just be self only (i.e. errata); or

  D something else?


Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (12:55:05/11-07-13)
(((I checked both this and the FAQ topic a few days back, it hasn't been brought up yet.)))
Title: Re: Shadowrun 5 Errata
Post by: smokey on (13:09:45/11-15-13)
Post massively edited (16/11/2013) after musing on it for a bit longer:

Items for Errata:

It doesn't seem to be stated how you determine a Sprite's skill points/skill levels. Presumably it is equal to Resonance or Device Rating, which are both actually equal to Level?
Also, there doesn't seem to be a way to calculate a Sprite's 'real world' attributes which are needed when a Sprite carries out standard Matrix Actions (e.g. crack file needs to use Logic). three ways this could go I think:
1: Sprites 'real world' attributes are also equal to level. This makes sense, but see observations below, why not just make all tests that Sprites make simply be level x2 [relevant living persona rating]?
2. we are supposed to reverse the Living Persona table meaning a Sprites 'logic' for example is equal to it's Data Processing meaning that a Data Sprite has a Logic score of Level +4. This makes sense, but may be too powerful.
3. Sprites don't have 'real world' attributes therefore they only get to roll relevant skill rating + 0 [relevant living persona rating] on their tests. This would make them completely useless of course, but it's an option.


Observation about Sprites in general:

It all seems a little more complicated than it actually has to be. E.g.


Everything, in fact, appears to be equal to or based directly on level. So why muck about with including skills names in the calculations under the various Sprite Power entries? Why not just say Sprites substitute Level for Skill rating and be done since all Sprite Power tests already seem to already effectively be Level x2 [Sprite living persona Attribute].

I mean, here's the Cookie test:

Hacking + Resonance [Sleaze]  vs (whatever)

Unless there is something very significant missing from the book, Hacking must ultimately be equal to Level, whether based on Device or Resonance score. Resonance is certainly equal to level. Sleaze is equal to Intuition + a modifier based on the type of Sprite.  Why not then just say 'use Level in place of resonance, device rating and skill ratings'?

So the test is really just Level x2 [Sleaze].

Diagnostics is Hardware + Level [Date Processing]... but that is effectively Level + Level [Data Processing], with Data Processing being equal to Level + a modifier based on the type of Sprite

So the test is really just Level x2 [Data Processing]

And so on, and so on.

The skill list shown for each Sprite in the Sprite Database then simply becomes a limit on what kinds of Actions a sprite can carry out (no skill, can't take the action) in just the same way as the powers list under each Sprite does (no power listed, can't use the power).

All Sprite Power tests then can simply be shown in each section as Level x2 [relevant persona attribute]. Nice and simple, and applicable to any other matrix action or test that might involve a skill - you just use Level in place of the skill.

The only thing left unknown then (which is still unknown regardless of how Skills are calculated) is what to do about ordinary Matrix Actions because we don't know what the 'real world' attribute calculation is supposed to be.

E.g. Brute Force is normally Cyber Combat + Logic [Attack]. The cybercombat is easy - for a sprite that's Level (we think), for a technomancer it's Cybercombat skill. Attack is easy - for a Sprite that's Level + a modifier based on the type of Sprite. Logic is easy when it's a technomancer... but what is it for a Sprite? Is it = Level (which is the basis of the Data Processing stat which in a Technomancer is simply equal to Logic), or is it = Data processing (since for a technomancer the relationship would be 1:1), or is it zero?

Take a L3 Fault Sprite wanting to use Data Spike. Is the calculation:

Title: Re: Shadowrun 5 Errata
Post by: John Smith on (14:32:11/11-19-13)
Sorry if this has already been mentioned.  Page 204, red sidebar, title reads: "AIR AND NAVAL WARFAE."  I'm guessing it's supposed to be "...WARFARE."
Title: Re: Shadowrun 5 Errata
Post by: John Smith on (03:03:45/11-20-13)
Page 221, under "LOOKING DOWN: GRID OVERWATCH DIVISION," near the end of the first paragraph.  "...illegal or unauthorized use of the gird."  Probably supposed to be "...grid."
Title: Re: Shadowrun 5 Errata
Post by: KraakenDazs on (06:37:17/11-20-13)
Quickly glanced at the other pages, haven't seen that one being referenced (might've missed it though) so here goes.

p.298, Circle of protection.
Mis-reference mana and physical barrier as being on page315. It should read 294

315 explains what a mana barrier is, but it's not where the spell is.

Circle of Healing could also need clarification as to what is an ''Healing'' spell, and what happens to permanent or instantaneous spells within the circle.
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (06:50:35/11-20-13)
((I disagree with the Circle of Healing note. We got 1 ritual for each type of spells, this is clearly the one meant for Health spells. And spell effects are as normal, of course. However, it should indeed note Health spells, not Healing spells.))
Title: Re: Shadowrun 5 Errata
Post by: Telles on (14:04:10/11-23-13)
I used the search for this in this thread and found nothing so...

Is magic and resonance supposed to be able to be raised up to infinity? My maximum grade is my mag\res but it allows me to raise this number, continuing in an eternal loop (if you have the karma for it of course)

exemple of my line of reasoning according to page 257, 324 and 325: if my magic is 6 my max grade level is 6. but now I can buy 6 more levels of magic, going to 12. And now my max grade level is 12, wich lets me buy 6 more mag levels, and so on. Same for Res.

Is that right or should there be a limit?
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (17:06:13/11-23-13)
((Initiating 6x and raising Magic 6x costs 123+285=408 karma. Even if all your nuyen and karma goes into this, this will take years. Raising your skills at the same time will easily double it. Going to 18 Magic makes it 12x10+12x(1+12)/2*3=354 karma for Initiating and (7+18)/2*12*5=750 karma for the Magic, which makes it 1104 karma purely for the Magic and not including any skills or Foci whatsoever. So it's not as if infinity is going to happen. Of course there have been 15-Magic NPCs.

By the way, this isn't really something for this topic, since this one is for reporting things that are broken, not for confirming whether it's broken.))
Title: Re: Shadowrun 5 Errata
Post by: John Smith on (03:35:47/11-25-13)
Page 88, second column, near the middle of the first paragraph: "...rating of the group. the character wishes..."  From the context, it should probably be "...rating of the group. If the character wishes..."

Page 420, under "Concealability Modifiers," stun baton is listed at both +2 and +4.
Title: Re: Shadowrun 5 Errata
Post by: Hammerfist on (14:32:20/12-04-13)
My question concerns Splintered State, one of the items offered by Mitsuhama is the Yamaha Seiten machine pistol but I can't find the stats for the gun does anyone know what they are or where I can find them?  Thanks for the help.
Title: Re: Shadowrun 5 Errata
Post by: RHat on (18:57:39/12-04-13)
SR5's spirit rules do not explicitly state that spirits are NPCs to be run by the GM.  I suspect this is an oversight.
Title: Re: Shadowrun 5 Errata
Post by: KraakenDazs on (00:22:24/12-07-13)
Not sure if this has been brought up yet, but Homonculus Minions have in their descriptions ''Watchers have skill ratings equal to half their force'', which is (of course) also in the Watcher description. Figure its a bad copy/paste job.

And not to add oil to the (already burning) fire  (and i wont push the issue if we have no answer right now), but do we have any inkling as to an ETA on the book? While i love shadowrun (and this edition has some great gems in it making it a great product), its been a very long time since ive seen a system needing so much errata/editing, first print/edition or not. Gets pretty frustrating at times running games and having no answer to some key questions, and having to houserule everything. :(

Edit: Just want to add the reason for the question, it's not simply to complain, but on a genuine thought that came up seeing the GM screen posting not long ago. It made me realize i probably wasn't going to buy it, despite kind of wanting to, just on the off-shot that the errata would come later and actually change things on the GM screen, which is supposed to be a simplifying go-to tool. If i then end up needing corrections on a go-to tool, FOR a go-to tool, it's actually defeating it's entire purpose. Having confirmation on what is/and isnt changing, getting fixed, etc, would alleviate this frustration over the idea of buying incoming products, for a game i wish to support, but will not blindly do so :S.
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (06:27:51/12-07-13)
((I reported that typo on the 5th of August. A good way to check is clicking on the Print button, you get the print version of the topic which you can easily search through.))

((As for the ETA on the errata, there's a topic on people debating it. http://forums.shadowruntabletop.com/index.php?topic=12828.0))
Title: Re: Shadowrun 5 Errata
Post by: KraakenDazs on (09:08:31/12-07-13)
((I reported that typo on the 5th of August. A good way to check is clicking on the Print button, you get the print version of the topic which you can easily search through.))

oh that actually darn clever. I sift through pages before posting but after a while its piled so high its just counter productive :P
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (06:06:53/12-08-13)
p355, second paragraph, fourth line: Priotity Table should read Priority Table.
Title: Re: Shadowrun 5 Errata
Post by: Pixelmancer on (17:53:27/12-08-13)
On page 368 it says "For availability and prices of purchasing Fake SINs, see p. 367.", but no such information exists on page 367.
Title: Re: Shadowrun 5 Errata
Post by: frankhlane on (21:15:40/12-20-13)
Quote
Unarmed
attack, 167

is in the index, but page 167 actually mentions Melee Attack.

Quote
Melee, 167
is in the index, however.
Title: Re: Shadowrun 5 Errata
Post by: Twilight on (23:51:54/01-05-14)
Page 68/71 paragraph that is split:

By an explicit reading of the rules, a Mystic Adept may not start with Assensing because you can only take Assensing if you have Astral Perception but a Mystic Adept doesn't acquire adept powers until step 7 (whihc is after getting skills).
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (05:00:55/01-06-14)
((Except that it's not a strict step-by-step process, as made clear by the way Exceptional Attribute works.))
Title: Re: Shadowrun 5 Errata
Post by: Pontoark on (11:52:43/01-10-14)
Page 205 says "as the defense part of the Opposed Test. Drones roll their Pilot + Autosoft [Handling]" but no where in the book says which Autosoft that is.

Page 234, under Control Device, it mention the required amount of marks for each type of action:  "1 mark for Free Actions, 2 marks for Simple Actions" etc.. but it doesn't mention interrupt actions. So either interrupt action was left out accidentally or a device under Control Device can't do a Full Defense (as Control Device overrides autopilot), also it is not clear by RAW if a Controlled Device uses the controller reaction + intuition for defense.

I'm not sure it's an errata but there is an Electronic Warfare autosoft but there isn't any test a drone can do that actually uses it...
Edit: I just found out a use for Electronic Warfare Autosoft: The Radio signal scanner Sensor (p 446).

As discoursed in this thread(http://forums.shadowruntabletop.com/index.php?topic=13715.15 (http://forums.shadowruntabletop.com/index.php?topic=13715.15)), it's not clear when a Control Device is considered free to be controlled by someone else.
Title: Re: Shadowrun 5 Errata
Post by: Namikaze on (12:02:09/01-10-14)
Page 205 says "as the defense part of the Opposed Test. Drones roll their Pilot + Autosoft [Handling]" but no where in the book says which Autosoft that is.

The specific Autosoft may be dependent on circumstances.  In general I believe drones are intended to use the Evasion Autosoft.
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (12:12:58/01-10-14)
((Maneuver, as far as I know. Evasion is stated to be against Targeting.))

((Also, seems reasonable that only an autopilot and a rigger can use Full Defense. The controller might be able to use their own Full Defense instead.))
Title: Re: Shadowrun 5 Errata
Post by: Pontoark on (12:36:41/01-10-14)
((Also, seems reasonable that only an autopilot and a rigger can use Full Defense. The controller might be able to use their own Full Defense instead.))

It is very reasonable, I just wish it was written like that in a faq at least...
Also, when you use Full Defense, does it apply to all your controlled devices or just one? and how many marks is required for a Full Defense on a device?
Title: Re: Shadowrun 5 Errata
Post by: Pontoark on (19:19:49/01-10-14)
Control Device page 238 mention Standard action, the type of actions are only Simple, Complex, Free and Interrupt.. there is no Standard Action in the book.
Title: Re: Shadowrun 5 Errata
Post by: Ryo on (17:15:39/01-14-14)
The Raven mentor spirit gives 1.5 power points worth of powers to Adepts, in the form of Traceless Walk and Voice Control 1. All other mentor spirits give .5 power points. Traceless walk should be removed, as Voice Control 1 is .5 power points.
Title: Re: Shadowrun 5 Errata
Post by: RHat on (17:48:24/01-14-14)
The Raven mentor spirit gives 1.5 power points worth of powers to Adepts, in the form of Traceless Walk and Voice Control 1. All other mentor spirits give .5 power points. Traceless walk should be removed, as Voice Control 1 is .5 power points.

It's been brought up before - there's no certainty that it's an error, given the nature of the disadvantage..  I'd suggest starting up a discussion on the subject if you want to go into it.
Title: Re: Shadowrun 5 Errata
Post by: Ryo on (18:02:30/01-14-14)
The Raven mentor spirit gives 1.5 power points worth of powers to Adepts, in the form of Traceless Walk and Voice Control 1. All other mentor spirits give .5 power points. Traceless walk should be removed, as Voice Control 1 is .5 power points.

It's been brought up before - there's no certainty that it's an error, given the nature of the disadvantage..  I'd suggest starting up a discussion on the subject if you want to go into it.

At best it was intentional to give him those two powers but an error of power point cost; the writer thought both were .25 powers. There is no good reason one mentor spirit should have a 1 power point advantage over the rest and I doubt that factor was intended.
Title: Re: Shadowrun 5 Errata
Post by: RHat on (18:23:06/01-14-14)
The Raven mentor spirit gives 1.5 power points worth of powers to Adepts, in the form of Traceless Walk and Voice Control 1. All other mentor spirits give .5 power points. Traceless walk should be removed, as Voice Control 1 is .5 power points.

It's been brought up before - there's no certainty that it's an error, given the nature of the disadvantage..  I'd suggest starting up a discussion on the subject if you want to go into it.

At best it was intentional to give him those two powers but an error of power point cost; the writer thought both were .25 powers. There is no good reason one mentor spirit should have a 1 power point advantage over the rest and I doubt that factor was intended.

If you wish to discuss the subject, this thread is not the place.
Title: Re: Shadowrun 5 Errata
Post by: JackVII on (11:25:01/02-05-14)
This may be more of a rules clarification, but I am kind of assuming it is something in need of errata:

p. 366, Cyberware Scanner Table. Is "Threshold" on the Situation line supposed to be "Dice Pool Modifier" instead? It seems odd that the Threshold to detect cyberware would increase if there is more cyberware. Maybe I could see it if the threshold modifiers applied to picking out specific details of individual cyberware, but not just the presence.
Title: Re: Shadowrun 5 Errata
Post by: Pixelmancer on (06:15:55/02-07-14)
On page 94 there's a list of what page to find various gear on. It lists where to find everything except RCCs. Between this and the autosoft omission I'm starting to think they don't like riggers very much.
Title: Re: Shadowrun 5 Errata
Post by: MisterNix on (14:30:29/02-11-14)
Not sure if this will be more appropriate here than the announcement posts, but I’ve got at least one “clarification” I’d like to have that was submitted (and may be just considered a typo) and a few things missing that were in the hot patch.  Treat this like a “Thanks for the update – here’s where we may need to go next!”
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (16:41:55/02-11-14)
((Background Count is something that I don't expect in Core, that's Street Grimoire material. For Binding I can note that the German edition had Binding listed. Haven't checked submersion in that edition yet.))
Title: Re: Shadowrun 5 Errata
Post by: Namikaze on (17:28:58/02-11-14)
((Background Count is something that I don't expect in Core, that's Street Grimoire material. For Binding I can note that the German edition had Binding listed. Haven't checked submersion in that edition yet.))

Doesn't the core book say something about background count being explained in future supplements?  I'm with you on this - background count is too complicated for the casual Shadowrun game, so there's no reason for it to go into core rules.
Title: Re: Shadowrun 5 Errata
Post by: MisterNix on (07:47:28/02-12-14)
((Background Count is something that I don't expect in Core, that's Street Grimoire material. For Binding I can note that the German edition had Binding listed. Haven't checked submersion in that edition yet.))

Doesn't the core book say something about background count being explained in future supplements?  I'm with you on this - background count is too complicated for the casual Shadowrun game, so there's no reason for it to go into core rules.
Noted - but felt it necessary as according to the hotpatch was "superseded by the official Shadowrun, Fifth Edition errata"
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (08:20:34/02-12-14)
The HotPatch is technically solely for Missions and includes two rules that will be in future books but are quite essential for Missions play. Those are not in Core and as such I assume they still stand for Missions until the respective books are out.
Title: Re: Shadowrun 5 Errata
Post by: Pontoark on (13:27:51/02-13-14)
The Control Override rules on 265 establishes that there are the 4 kinds of control, and every drone must be in one of them, and only one of them, at all times.  Once you use Control Device, it's under remote control but the game provides no rules about when you are off Control Device, so we don't know when Autopilot kicks in.

There is a huge topic describing the problems and trying to find out how to use it in their games here: http://forums.shadowruntabletop.com/index.php?topic=13715.msg254276#msg254276 in case more data is required.
Title: Re: Shadowrun 5 Errata
Post by: Forrest on (15:27:44/02-16-14)
Idk if someone mentioned this yet, and im not reading through 19 pages to see, but, nowhere does it describe typical heights and weights for metahumans (or critters for that matter). This is important for jumping, and levitation spells and possibly other things.
Title: Re: Shadowrun 5 Errata
Post by: Novocrane on (23:56:36/02-16-14)
Page 380, Forrest.
Title: Re: Shadowrun 5 Errata
Post by: JackVII on (14:10:02/02-17-14)
After having reviewed the FAQ and Rules Clarification thread, I believe this belongs in the Errata thread. I'm posting the following four passages from the book as I believe they create a rules conflict:

Devices are defined in the Matrix section of the BBB:
Quote from: p.234, BBB
A device in the Matrix is any wireless device in the real world.
The next paragraph and the final paragraph indicate that devices are not personas:
Quote from: p.234, BBB
Devices have a smaller-than-person-sized icon in the Matrix... When is a device not a device? When it’s a persona!
I feel the book has firmly established that devices and personas are distinct entities. The fact that there are special rules in the Complex Forms section that allows devices and personas to be considered interchangeable for the purpose of targeting adds to the belief.
Quote from: p.235,BBB
When a person uses a device to connect to the Matrix, the device’s icon is subsumed by the persona’s icon, so it’s basically gone from the Matrix until the persona jacks out.
Further clarifying the persona-device relationship. The device is gone, the persona remains.

Which brings us to:
Quote from: p.233, BBB
Only devices can be slaves, masters, or part of a PAN.
Which would totally break rigging and matrix defense by the decker if they can't be logged into the Matrix as a Persona at the same time they would need to access the PAN formed by the device they just used to form their persona.

Personally, I'm not a big fan of the whole "the persona subsumes the device icon." It just doesn't really make sense to me that a decker could log onto a host to avoid being spotted in the matrix or attacked, even if an opposing decker was 10 meters away from them. But, if that's pretty much an established fact, I would suggest the following errata to replace the second to last sentence in the PANS and WANS section with the following:

Quote
In a PAN, the slaves must be devices, and the master must be a device or persona.
I feel that would solve a lot of these problems as well as answering the question of whether a deck can be slaved to a commlink.

Thanks for the hard work gang!
Title: Re: Shadowrun 5 Errata
Post by: Carmody on (03:43:30/02-18-14)
My understanding is that commlinks and cyberdecks are devices, and therefore can be master of a PAN. However, when used, a persona runs on them and their icon is replaced by the icon of the persona.
Title: Re: Shadowrun 5 Errata
Post by: JackVII on (09:14:35/02-18-14)
Sure, but since PANs, WANs, and icons are all matrix constructs, they should all be following the same rules. A throwback sword is still a "device" in the traditional sense, but since it has no matrix icon or connectivity, it isn't a device for the purposes of a PAN or WAN. I believe, if nothing else, there should be clarifying errata.
Title: Re: Shadowrun 5 Errata
Post by: Minimax le Rouge on (05:24:19/02-20-14)
Bows and crossbows : what accessories can i mount on it?
I would said top mounted accessories like Imaging scope, laser sight, or the Smartgun system.

but their is no reference about it i can find in the book.
Title: Re: Shadowrun 5 Errata
Post by: Minimax le Rouge on (05:39:54/02-20-14)
Chem patch for 200¥ ? Same price as a Rating 10 Tranq patch ?

A Disposable syringe cost 10¥. The chem patch should have a 20¥ cost or something like that?
Title: Re: Shadowrun 5 Errata
Post by: Minimax le Rouge on (07:31:22/02-20-14)
Archery Specialization:  Slingshot.

i didn't find any rule for slingshots.
Title: Re: Shadowrun 5 Errata
Post by: Minimax le Rouge on (07:43:46/02-20-14)
i didn't find what action i have to use when firing a crossbow.
Neither a firing mode for crossbows. Or recoil stats.

i think it must be a SS mode, and a simple action to use it.
Title: Re: Shadowrun 5 Errata
Post by: Minimax le Rouge on (08:11:46/02-20-14)
well, M. Jonhson have been a nice guy, so i want to make him cookies.

As a good french shadowrunner, i have the artisan skill cooking at 6.

So i open my cooking book, page 145 : Build and repairs rules....
"Building or repairing an object is an Extended Test that the gamemaster may decide requires certain tools or facilities." ok, i have the kitchen i my high lifestyle, that's ok.
"The gamemaster assigns a threshold and interval for the Extended Test using the Task Difficulty Threshold table and Extended Test Thresholds table on p. 48." ok, that's up to the GM too, i hope i will no take more than 2-3 hours to make some cookies.

So i suppose it's up to the GM to decide the cost of ingredients...
Maybe some basic lines could help.
repairing cost like 1% of the price of the item by case to repair?
building from scratch a well known item, with blueprint for half the market price?
creating a new item, after months on studies just to create the blueprint? are you insane? i'm a shadowrunner, not a corpslave!
Title: Re: Shadowrun 5 Errata
Post by: Carmody on (09:15:37/02-20-14)
Bows and crossbows : what accessories can i mount on it?
I would said top mounted accessories like Imaging scope, laser sight, or the Smartgun system.

but their is no reference about it i can find in the book.
Here is what I find in the book:
Quote from: Mount entry in the Gear Ratings glossary table p. 417
Projectile weapons can only take accessories designed for them specifically
Then there seems to be no accessory specifically designed for them...  :(
Title: Re: Shadowrun 5 Errata
Post by: Minimax le Rouge on (10:36:08/02-20-14)
ok now i have my cookies, but i burned my outfit (yes a glitch)

So i need a new suit, but i'm low on cash, so i called my black market tailor... let's go P417
Quote
Cost: This is the base price a character must pay to buy the item. If the item is legal, this is the standard price found at stores or online.

What about paying less for a stolen stuff? you know, the everyday street business? the" fell off the back of a truck " items?

Quote
Note that rare and/or illegal items may cost less or more depending on certain black market variations (see (Il)legality, p. 419). Cost is also subject to local supply and demand, so the gamemaster should feel free to adjust it accordingly for certain settings.

False :  (Il)legality, p. 419) don't give  a clue.
But i find something about it in "black market goods" P418 :
I just have to make a Negotiation + Charisma [Social] versus the item’s Availability Rating test. And i can pay more if i want,
what about paying less?
Title: Re: Shadowrun 5 Errata
Post by: Namikaze on (10:50:28/02-20-14)
i didn't find what action i have to use when firing a crossbow.
Neither a firing mode for crossbows. Or recoil stats.

i think it must be a SS mode, and a simple action to use it.

You mean you didn't see this about loading on page 183:

Quote
Crossbows
Modern crossbows are equipped with automatic reloading devices to allow for faster firing rates (reloading doesn’t require a Ready Weapon action, unless you happen to be using a museum piece). Crossbows also feature internal magazines (m) holding up to 4 bolts. Available in Light, Medium, and Heavy sizes.

And you didn't see this about firing a bow on page 165:

Quote
Fire Bow
Firing a single arrow from a loaded bow is a Simple Action.  To nock a single arrow, the character must use the Reload Weapon Simple Action.

Crossbows follow all the same rules of bows, with the exception of their internal magazine.
Title: Re: Shadowrun 5 Errata
Post by: Namikaze on (10:51:49/02-20-14)
well, M. Jonhson have been a nice guy, so i want to make him cookies.

As a good french shadowrunner, i have the artisan skill cooking at 6.

So i open my cooking book, page 145 : Build and repairs rules....
"Building or repairing an object is an Extended Test that the gamemaster may decide requires certain tools or facilities." ok, i have the kitchen i my high lifestyle, that's ok.
"The gamemaster assigns a threshold and interval for the Extended Test using the Task Difficulty Threshold table and Extended Test Thresholds table on p. 48." ok, that's up to the GM too, i hope i will no take more than 2-3 hours to make some cookies.

So i suppose it's up to the GM to decide the cost of ingredients...
Maybe some basic lines could help.
repairing cost like 1% of the price of the item by case to repair?
building from scratch a well known item, with blueprint for half the market price?
creating a new item, after months on studies just to create the blueprint? are you insane? i'm a shadowrunner, not a corpslave!



ok now i have my cookies, but i burned my outfit (yes a glitch)

So i need a new suit, but i'm low on cash, so i called my black market tailor... let's go P417
Quote
Cost: This is the base price a character must pay to buy the item. If the item is legal, this is the standard price found at stores or online.

What about paying less for a stolen stuff? you know, the everyday street business? the" fell off the back of a truck " items?

Quote
Note that rare and/or illegal items may cost less or more depending on certain black market variations (see (Il)legality, p. 419). Cost is also subject to local supply and demand, so the gamemaster should feel free to adjust it accordingly for certain settings.

False :  (Il)legality, p. 419) don't give  a clue.
But i find something about it in "black market goods" P418 :
I just have to make a Negotiation + Charisma [Social] versus the item’s Availability Rating test. And i can pay more if i want,
what about paying less?



These questions belong in a different topic.  This isn't errata.
Title: Re: Shadowrun 5 Errata
Post by: Minimax le Rouge on (11:20:31/02-20-14)
You mean you didn't see this about loading on page 183:

Quote
Crossbows
Modern crossbows are equipped with automatic reloading devices to allow for faster firing rates (reloading doesn’t require a Ready Weapon action, unless you happen to be using a museum piece). Crossbows also feature internal magazines (m) holding up to 4 bolts. Available in Light, Medium, and Heavy sizes.

I have seen this, and it don't give me the answer. it just tell me "don't worry about reloading", not if firing is a simple action. Or if the weapon have a SA or SS firing mode.
Quote
And you didn't see this about firing a bow on page 165:

Fire Bow
Firing a single arrow from a loaded bow is a Simple Action.  To nock a single arrow, the character must use the Reload Weapon Simple Action.

Crossbows follow all the same rules of bows, with the exception of their internal magazine.
Yes firing a bow, not a crossbow.
I didn't see the "Crossbows follow all the same rules of bows, with the exception of their internal magazine." my bad. but i still can't find it in the book.

just saying, (cross)bows need rules clarification about their firing modes, recoil, and accessories. And maybe addind slingshots stats.
Title: Re: Shadowrun 5 Errata
Post by: Namikaze on (11:24:55/02-20-14)
You asked a question about the reloading step, which I answered.  You asked a question about the firing step, which I answered.  And you also spammed the errata thread with some questions that weren't about errata, but rather about rules clarifications that are ultimately up to the GM (as you mentioned in your own post).
Title: Re: Shadowrun 5 Errata
Post by: ZeConster on (11:37:34/02-20-14)
Bows and crossbows : what accessories can i mount on it?
I would said top mounted accessories like Imaging scope, laser sight, or the Smartgun system.

but their is no reference about it i can find in the book.
Here is what I find in the book:
Quote from: Mount entry in the Gear Ratings glossary table p. 417
Projectile weapons can only take accessories designed for them specifically
Then there seems to be no accessory specifically designed for them...  :(
Smartgun systems mention they can go on projectile weapons (internal, I believe, since there's no mount for external ones).
Title: Re: Shadowrun 5 Errata
Post by: Minimax le Rouge on (13:00:02/02-20-14)
You asked a question about the reloading step, which I answered.  You asked a question about the firing step, which I answered.  And you also spammed the errata thread with some questions that weren't about errata, but rather about rules clarifications that are ultimately up to the GM (as you mentioned in your own post).
i'm sorry if i bothered you with my questions.
I don't remember asking a question about reloading a crossbow.
I don't remember asking a question about firing steps. But about firing modes.
I spammed the errata thread with some questions that weren't about errata, in your opinion, again i'm sorry if i bothered you with my questions. I just wanted to separate the different problems i have found in the book, not spamming for fun.

Now i will stop arguing with you, i think it's not a thread for that.
I was thinking about helping the SR community,not wearing a target for flaming practice.
Good Bye And Thanks For The Fish.
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (16:19:19/02-20-14)
((If you're unclear about something, it's best to make a topic asking questions. Only when you confirm it to be a gap in the rules that needs fixing, would I advise posting it here.))
Title: Re: Shadowrun 5 Errata
Post by: RHat on (17:36:41/02-20-14)
You asked a question about the reloading step, which I answered.  You asked a question about the firing step, which I answered.  And you also spammed the errata thread with some questions that weren't about errata, but rather about rules clarifications that are ultimately up to the GM (as you mentioned in your own post).
i'm sorry if i bothered you with my questions.
I don't remember asking a question about reloading a crossbow.
I don't remember asking a question about firing steps. But about firing modes.
I spammed the errata thread with some questions that weren't about errata, in your opinion, again i'm sorry if i bothered you with my questions. I just wanted to separate the different problems i have found in the book, not spamming for fun.

Now i will stop arguing with you, i think it's not a thread for that.
I was thinking about helping the SR community,not wearing a target for flaming practice.
Good Bye And Thanks For The Fish.

((The fact that they're questions means they don't belong in this thread, because this thread is for errata rather than questions.))
Title: Re: Shadowrun 5 Errata
Post by: JackVII on (17:42:06/02-20-14)
((What's the deal with the parenthesis? Does it make it easier for the errata crew to find the actual errata reports and questions in the FAQ thread?))
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (17:44:58/02-20-14)
((Basically yes, I use it to mark my posts as neither official responses (since I ain't an official source) nor a question/report. Makes it easier on all reading parties.))
Title: Re: Shadowrun 5 Errata
Post by: Carmody on (04:00:52/02-21-14)
Smartgun systems mention they can go on projectile weapons (internal, I believe, since there's no mount for external ones).
My bad, I missed this one  :)

You asked a question about the reloading step, which I answered.  You asked a question about the firing step, which I answered.  And you also spammed the errata thread with some questions that weren't about errata, but rather about rules clarifications that are ultimately up to the GM (as you mentioned in your own post).

So shall crossbows be considered SS or SA weapons : i.e. how is recoil handled? can you fire SA bursts with a crossbow?
Title: Re: Shadowrun 5 Errata
Post by: Namikaze on (09:08:50/02-21-14)
They're SS, like bows.  The major differences are in the reloading mechanism and the fact that crossbows don't have STR requirements.
Title: Re: Shadowrun 5 Errata
Post by: redwolf on (14:39:48/02-22-14)
o.k so i'm at the gun pages and they say that the cavalier arms sniper rifle name is the:crockett ebr, that what they say at the table at the same page (428) but at the page below (429) they put apic of the rifel and call it the alamo ebr.so ?an older name ?a tipo mistake or diffrent guns?
Title: Re: Shadowrun 5 Errata
Post by: JackVII on (14:42:16/02-22-14)
((The caption error is the 6th or 7th post in the errata thread, although it didn't make it in the errata document. It may be in the spelling/typo companion doc, although I don't have access to that one. I believe Patrick did confirm that they know about it))
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (15:24:08/02-22-14)
((I can confirm it's in the spelling/typo companion document.))
Title: Re: Shadowrun 5 Errata
Post by: Redwulfe on (11:08:35/02-23-14)
did a search of the errata boards for skill groups and did not see this show up so I thought I would post it just in case it has not been brought up.

When dealing with training times the time listed in the text for skill groups is rating x 1 month, but when looking on the table it says rating x 2 weeks.

Thanks,
Red
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (13:23:26/02-23-14)
did a search of the errata boards for skill groups and did not see this show up so I thought I would post it just in case it has not been brought up.

When dealing with training times the time listed in the text for skill groups is rating x 1 month, but when looking on the table it says rating x 2 weeks.

Thanks,
Red
((Been noted and in the full errata document the text is corrected to what the table says, so ratingx2weeks.))
Title: Re: Shadowrun 5 Errata
Post by: Redwulfe on (14:08:55/02-23-14)
Thanks for the quick response.

Red
Title: Re: Shadowrun 5 Errata
Post by: Mara on (22:03:51/02-23-14)
((Been noted and in the full errata document the text is corrected to what the table says, so ratingx2weeks.))

Where do we get access to the Full Errata Document?
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (06:25:48/02-24-14)
((JM Hardy posted how to get it in the General Discussions topic about the Errata.))
Title: Re: Shadowrun 5 Errata
Post by: FangHamhands on (09:50:00/02-24-14)
I have apparently glitched my perception roll since I can't find where JM Hardy posted how to get the Full Errata Document.
I even searched on his posts and don't see it so perhaps it's a critical glitch.
Could you post a link or quote the post?
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (09:52:13/02-24-14)
Title: Re: Shadowrun 5 Errata
Post by: FangHamhands on (13:03:49/02-24-14)
Ah it was a critical glitch. Dam me for not spending a point of Edge.

Thanks Michael!
Title: Re: Shadowrun 5 Errata
Post by: MisterNix on (14:54:04/02-24-14)
Was pointed out by a buddy last night & not sure if it's been mentioned - but Exotic Melee Weapon isn't listed in the book as a skill in the Skills chapter except on page 151
Title: Re: Shadowrun 5 Errata
Post by: TimTurry on (11:49:54/03-02-14)
I have a couple.  I did not read all 21 pages to see if they have been caught before.

1)  On page 211, Chapter "Rooftops and Rainbows" Line 15-16
A voice sliced over the comm. “Can the chatter, Badger Three.”
Should read:
A voice sliced over the comm. “Can the chatter, Badger Four.”
Since Coyote is Badger Three, as we see in the next column, and she answers to Badger 4 in the next page.

2) First paragraph on Page 299, end of section for Homunculus:
A watcher’s skills are equal to half the Force of the ritual (rounded up).
is clearly a copy/paste from the Watcher section earlier.  It should read:
A Homunculus' skills are equal to half the Force of the ritual (rounded up).

3) Conjuring Chapter on page 211 talkes about Spell formulas, and tells us to find the prices on the Magical Goods table on page 326.  When we go to page 326, we find prices for new Formula, but not new Rituals.  For example, what is the price for buying the formula for the "Homunculus" ritual?

Yes, I like the Homunculus for its ability to make a zombie for me :P and I read it very carefully :)
Thanks for making a great game...
Title: Re: Shadowrun 5 Errata
Post by: Escaso on (23:00:45/03-13-14)
Now that there's an official errata pdf out, what's the projected timeline for when the real book pdf will be updated?  In mid-to-late April I'll be starting a Shadowrun campaign and I'd like to buy an already-errated copy.  What're the chances of that happening, since electronic publishing is seeming to become more prevalent?  Or are we going to be sticking to the old days of any errors in the book will remain until a new edition of the book comes out?
Title: Re: Shadowrun 5 Errata
Post by: Lanaya on (00:21:59/03-14-14)
Kinesics says it gives a bonus to resist assensing,  but assensing isn't an opposed test.
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (08:11:13/03-16-14)
((Easy enough to make it a dicepool penalty then, or make Assensing an Opposed Test resisted by purely Kinesics.))
Title: Re: Shadowrun 5 Errata
Post by: ZeConster on (08:48:40/03-16-14)
((Easy enough to make it a dicepool penalty then, or make Assensing an Opposed Test resisted by purely Kinesics.))
"No, you roll 2 fewer dice." "He's an Adept or Mystic Adept."
"So 2 hits, that's... *roll* 1 net hit." "He's an Adept or Mystic Adept."
Title: Re: Shadowrun 5 Errata
Post by: Agonar on (10:21:30/03-16-14)
((Easy enough to make it a dicepool penalty then, or make Assensing an Opposed Test resisted by purely Kinesics.))
"No, you roll 2 fewer dice." "He's an Adept or Mystic Adept."
"So 2 hits, that's... *roll* 1 net hit." "He's an Adept or Mystic Adept."
(Or, just add to the threshold needed to discover anything about an Adept with Kinesics.. since, the power actually says to add +1 to the difficulty, and threshold is a form of difficulty.)
Title: Re: Shadowrun 5 Errata
Post by: Lanaya on (15:25:36/03-16-14)
(Or, just add to the threshold needed to discover anything about an Adept with Kinesics.. since, the power actually says to add +1 to the difficulty, and threshold is a form of difficulty.)

((No it doesn't. "Add +1 to resist Social Tests and tests to read your emotions like... assensing.))
Title: Re: Shadowrun 5 Errata
Post by: Namikaze on (09:39:58/03-17-14)
Hey guys, discussion needs to be in a different thread.
Title: Re: Shadowrun 5 Errata
Post by: jim1701 on (13:33:54/03-18-14)
pg. 303 Spirits of Beasts is the only spirit on pages 303-304 that does not have the Exotic Ranged Weapon skill despite having Noxious Breath as an optional power.  According to the Noxious Breath description on pg. 399 the Exotic Ranged Weapon skill is required to use the power.  Thank you.
Title: Re: Shadowrun 5 Errata
Post by: jim1701 on (11:24:49/03-27-14)
pg. 318, second column right above the focus table insert it states:

Quote
Regardless of the number of bonded foci you have, only one focus may add its Force to a dice pool for any given test.

This does not, however, clearly indicate whether it is intended that adepts be allowed multiple copies of foci for powers that affect dice pools such as mystic armor or combat sense.  Whether the intention was to allow qi foci to stack or not I believe a clarification of the rules is in order in this instance. 
Title: Re: Shadowrun 5 Errata
Post by: jim1701 on (17:42:35/03-27-14)
I'm not arguing the matter with you at all.
Title: Re: Shadowrun 5 Errata
Post by: RHat on (20:27:45/03-27-14)
Oh, wow, somehow I thought that post had been in a different thread.  Sorry about that, my replay was inappropriate for the Errata thread; post deleted.

In any case, though, Errata is definitely needed there; I don't think there's a RAI issue with regards to qi foci, but there is definitely a potential issue with Counterspelling Foci, as with regard to your spell defense pool they're not adding their Force to a test, and thus you could technically stack them for that benefit.  That I'm fairly sure isn't RAW.
Title: Re: Shadowrun 5 Errata
Post by: Tripweed on (18:13:25/04-02-14)
I have one question here, considering it wasn't in the errata form I saw.

In the cyberlimb section it says that all cybernlimbs have a strength and agility of 3.

Now this brings me to my question. Does this also apply for Orks, Trolls and Elves, considering they have a natural bonus to their statistics with agility and strength?
It wouldn't make much sense for a troll to get a cyberlimb if his default strength would be *lowered* by 2 points for example O_O
Title: Re: Shadowrun 5 Errata
Post by: RHat on (21:12:24/04-02-14)
I have one question here, considering it wasn't in the errata form I saw.

In the cyberlimb section it says that all cybernlimbs have a strength and agility of 3.

Now this brings me to my question. Does this also apply for Orks, Trolls and Elves, considering they have a natural bonus to their statistics with agility and strength?
It wouldn't make much sense for a troll to get a cyberlimb if his default strength would be *lowered* by 2 points for example O_O

It's at 3; the base and maximum attributes of cyberlimbs are entirely unlinked from your natural attributes.
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (03:58:59/04-03-14)
((While yes, the maximum is unlinked from natural, it is not unlinked from racial maximum. However, the minimum is indeed unlinked. This means a Troll won't be able to get a max-Agi & max-Str cyberlimb at chargen, they can only afford a +8 while Str can go up 7 and Agi up 3 points. A Used Cyberlimb would be fine, though.))
Title: Re: Shadowrun 5 Errata
Post by: Tripweed on (20:11:42/04-05-14)
Ah, that explains, I must have missed that part.

That makes sense and...

...

Oh dearie oh my, that is one very dangerous cyberlimb...
Title: Re: Shadowrun 5 Errata
Post by: SmilinIrish on (23:34:02/04-07-14)
Couldn't find this one posted anywhere:

P323 under mentor spirits, Raven lists that it gives free Traceless Walk, and free level of Voice Control.  This is 1.5 PP worth of abilities.  Every other mentor spirit gives .5 PP worth of bonus abilities.  It seems this must have been a mistake.  It seems like they should drop Traceless walk.
Title: Re: Shadowrun 5 Errata
Post by: RHat on (01:28:25/04-08-14)
Couldn't find this one posted anywhere:

P323 under mentor spirits, Raven lists that it gives free Traceless Walk, and free level of Voice Control.  This is 1.5 PP worth of abilities.  Every other mentor spirit gives .5 PP worth of bonus abilities.  It seems this must have been a mistake.  It seems like they should drop Traceless walk.

((Been posted and debated many times.  No indication of it being a mistake at present.))
Title: Re: Shadowrun 5 Errata
Post by: Glyph on (23:32:54/04-28-14)
Page 96, Buying Gear for James.  The regular ammo is the correct price, but the rest of the ammo is 10 times the cost it should be.
Title: Re: Shadowrun 5 Errata
Post by: The Wyrm Ouroboros on (05:44:53/06-04-14)
Did not find this in a search, so it may not have been mentioned yet:

p. 136: You can run non-stop for a maximum number of minutes equal to your (Body + Running) x 10. Fatigue damage begins to take effect after this point (see Fatigue Damage, p. 172).

p. 172: If you’re only running (using your running movement rate) instead of sprinting, this damage is taken every 3 minutes.

Recommended fix:
p. 136: You can run non-stop for a maximum number of minutes combat turns equal to your (Body + Running) x 10. Fatigue damage begins to take effect after this point (see Fatigue Damage, p. 172).  (20 Combat Turns is equal to one minute.)

p. 172: If you’re only running (using your running movement rate) instead of sprinting, this damage is taken every 3 minutes interval equal to your (Body + Running) x 10 Combat Turns. (20 Combat Turns is equal to one minute.)

Also:
p. 137: The 'Using Swimming' section on p. 137 directs the reader to p. 172 for long-term fatigue, but p. 172 has no specific rules for swimming.  This should be clarified, even if only to change/reword/expand the 'Fatigue From Running' section to be 'Fatigue From Running and Swimming', using the same rules.
Title: Re: Shadowrun 5 Errata
Post by: voydangel on (18:50:39/07-09-14)
One of these two is an error, I'm just not sure which:

Pg. 238: Last sentence of "Brute Force" reads:
Quote from: SR5e pg. 238
Using Brute
Force to hop grids successfully doesn’t alert the grid or
its demiGOD the way most successful Attack actions do.

When it should instead read:
Quote
Using Brute
Force to hop grids unsuccessfully doesn’t alert the grid or
its demiGOD the way most unsuccessful Attack actions do.

OR

Pg. 240: Last sentence of "Hack on the Fly" reads:
Quote from: SR5e pg. 238
Using Hack on the Fly
to hop grids unsuccessfully doesn’t alert the grid or its
demiGOD the way most unsuccessful Sleaze actions do.

when it should instead read:
Quote
Using Hack on the Fly
to hop grids unsuccessfully doesn’t alert the grid or its
demiGOD the way most unsuccessful Sleaze actions do.
Title: Re: Shadowrun 5 Errata
Post by: RHat on (00:18:02/07-10-14)
Those are both correct.  Successful Attack actions alert the owner, as do Unsuccessful Sleaze actions.  Neither condition causes an alert in the case of hopping grids.

Or, to put it a different way, those lines need to read differently as they do because of the difference between Attack and Sleaze actions.
Title: Re: Shadowrun 5 Errata
Post by: voydangel on (05:15:34/07-10-14)
I'm not saying you're wrong, but that really doesn't make a lot of sense to my brain.
*looks around for giabralter*
can i get an "official" ruling here as to whether or not it is truly intended for two actions that are almost identical to act in opposite manners?

And no offense Rhat, I trust you and all, but it's just one of those oddities where I feel strongly that this is a mistake and really won't feel better until I see something more "official".
Title: Re: Shadowrun 5 Errata
Post by: Ryo on (05:47:06/07-10-14)
I'm not saying you're wrong, but that really doesn't make a lot of sense to my brain.
*looks around for giabralter*
can i get an "official" ruling here as to whether or not it is truly intended for two actions that are almost identical to act in opposite manners?

And no offense Rhat, I trust you and all, but it's just one of those oddities where I feel strongly that this is a mistake and really won't feel better until I see something more "official".

That's the entire point, voydangel. If they worked the same, there would be no reason for there to be two separate actions for this. You have to weigh the pros and cons of each approach to determine which you'd rather use to get the job done.

Attack actions alert when successful, because you're obviously attacking. They don't alert when unsuccessful, because you instead damage yourself.

Sleaze actions don't alert when successful, because you're trying to be stealthy. They do alert when unsuccessful, because you get spotted and marked.
Title: Re: Shadowrun 5 Errata
Post by: Lucean on (08:08:58/07-10-14)
And changing grid ... well, you just use a different provider. You don't do damage to the target with Brute Force, because there is no real target and you can't alert for the same reason.
Title: Re: Shadowrun 5 Errata
Post by: voydangel on (15:11:11/07-10-14)
Attack actions alert when successful, because you're obviously attacking. They don't alert when unsuccessful, because you instead damage yourself.

Sleaze actions don't alert when successful, because you're trying to be stealthy. They do alert when unsuccessful, because you get spotted and marked.
Ok, this makes sense, maybe it was just the 2am fuzzies, I get it now after a bit of sleep.
Title: Re: Shadowrun 5 Errata
Post by: Zar on (20:08:10/07-12-14)
So I noticed that drivethru rpg.com updated the PDF with errata and type corrections.  Might I suggest you also correct the archetypes before you do a second printing?
Title: Re: Shadowrun 5 Errata
Post by: tequila on (06:52:01/07-25-14)
Are both Skillwires AND Skilljacks really supposed to cost Rating x 20,000?
Title: Re: Shadowrun 5 Errata
Post by: martinchaen on (10:02:00/07-25-14)
Are skilljacks really supposed to cost Rating x 20,000?
Excellent question! Seconded.
Title: Re: Shadowrun 5 Errata
Post by: MijRai on (15:06:29/07-25-14)
Given that Activesofts costs 5k per level...  I would think yes on that.  The real problem with those (in my mind) is that skillwires cost the same, when you have to have a skilljack to use them.
Title: Re: Shadowrun 5 Errata
Post by: tequila on (14:18:34/07-28-14)
Given that Activesofts costs 5k per level...  I would think yes on that.  The real problem with those (in my mind) is that skillwires cost the same, when you have to have a skilljack to use them.

Updated my post since both skillwires and skilljacks have the same cost.
Title: Re: Shadowrun 5 Errata
Post by: jim1701 on (17:06:33/09-16-14)
The Social Modifiers table on page 140 describe dice pool modifiers for street cred as a general modifier for all social tests.  The street cred of the character counts as a positive dice pool modifier while the street cred of the target is a negative dice pool modifier.  Also, it tells the player to see page 372 for reference.  I see a couple problems here.

First the page number is incorrect.  Street cred is referenced on page 368.  Second the entry for street cred only mentions that it applies as a modifier for the social limit for tests, not the dice pool.  This is particularly problematic in missions since contacts don't have street cred per se which can end up trivializing most social skill checks given the potentially huge modifier street cred can add. 

At the very least the text should clarify whether street cred modifies the limit, the dice pool or both. 
Title: Re: Shadowrun 5 Errata
Post by: deathwishjoe on (19:01:02/09-17-14)
I don't know if this has been mentioned but in street grimoire on page 119 it reads "Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).:"

When it should read "Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Dog form, Horse form, and so on)."

None of t examples are non paranormal critters.  Not a big thing but it will lead to confusion
Title: Re: Shadowrun 5 Errata
Post by: MijRai on (17:14:46/09-18-14)
I don't know if this has been mentioned but in street grimoire on page 119 it reads "Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).:"

When it should read "Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Dog form, Horse form, and so on)."

None of t examples are non paranormal critters.  Not a big thing but it will lead to confusion

Or it should be the other way around; instead of 'non-paranormal animal', maybe they meant 'paranormal animal'.
Title: Re: Shadowrun 5 Errata
Post by: The Wyrm Ouroboros on (18:24:39/09-18-14)
Non-paranormal, to match previous editions.
Title: Re: Shadowrun 5 Errata
Post by: PiXeL01 on (03:43:31/10-09-14)
Not sure if it has even mentioned before but any reason why Spirits of Air do not have the Flight skill? That has to be a mistake
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (08:19:47/10-09-14)
((Print Page allows for easy searching, it came up a year go. The mistake isn't Spirits of Air having Running, but Spirits of Fire having Flight. Running IS Flight for Spirits since they can float all they want.))
Title: Re: Shadowrun 5 Errata
Post by: Malevolence on (13:41:32/10-09-14)
Okay, so related question - does running still count as flight when materialized? Or, more accurately, are materialized spirits still unbound by gravity?
Title: Re: Shadowrun 5 Errata
Post by: Michael Chandra on (13:49:40/10-09-14)
((End of page 301 and start of page 302: Its physical body is not subject to gravity.))
Title: Re: Shadowrun 5 Errata
Post by: 8-bit on (13:50:09/10-09-14)
Okay, so related question - does running still count as flight when materialized? Or, more accurately, are materialized spirits still unbound by gravity?

Quote from: Core Rule Book of SR5, pages 301 - 302
A spirit’s physical form is metahuman-sized or smaller and very obviously ethereal (there is no mistaking a spirit for something worldly). Its physical body is not subject to gravity—though most spirits stay close to the ground because that’s where all the action is—but it can be knocked around by other forces (which makes staying grounded handy at times)

So, yes. Running still counts as flight because materialized spirits are not subject to gravity.

Edit: Michael posted 20 seconds before me, so my post is sort of redundant.
Title: Re: Shadowrun 5 Errata
Post by: Malevolence on (14:24:03/10-09-14)
Including Realistic Form?
Title: Re: Shadowrun 5 Errata
Post by: 8-bit on (15:09:58/10-09-14)
Including Realistic Form?

I am actually unsure. I would tend to say that yes, they are not subject to gravity. They can be realistic and look (meta)human, but they are not. They are good enough at mimicking and acting as if gravity is affecting them, so I would assume they would try to act like a normal metahuman to maintain the illusion.

So, do I actually know? No, but my guess would be that they follow all the other normal rules of spirits. Not 100% sure though, but it seems like nothing forces the spirit to comply by normal metahuman rules and laws of nature, except for its own whims and desire to maintain an illusion.
Title: Re: Shadowrun 5 Errata
Post by: PiXeL01 on (22:52:20/10-09-14)
(CRB p. 303 & 304)
Assuming that the mental stats for all spirits isn't just F (earth, fire and man have modifiers)and that spirit Astral Initiative is calculated the same way as for mortal wouldn't the astral initiative for spirits of Fire and Man be ((f+1)x2)+3d6?
Title: Re: Shadowrun 5 Errata
Post by: The Wyrm Ouroboros on (00:13:14/10-10-14)
Realistic form means the spirit CAN do things the way the form it has taken does things, whether that's eat, make toast, or chill your wine coolers.  It doesn't mean they HAVE to do those things, or indeed that they lose their other abilities while in that 'realistic form'; it just means that if they want to do X the way their form Y does it, they can.

Which means yeah, your refrigerator might suddenly start floating around the damn squat.
Title: Re: Shadowrun 5 Errata
Post by: 8-bit on (01:11:41/10-10-14)
Realistic form means the spirit CAN do things the way the form it has taken does things, whether that's eat, make toast, or chill your wine coolers.  It doesn't mean they HAVE to do those things, or indeed that they lose their other abilities while in that 'realistic form'; it just means that if they want to do X the way their form Y does it, they can.

Which means yeah, your refrigerator might suddenly start floating around the damn squat.

Maybe it's not a spirit who is disguised as my refrigerator, maybe it's just a programming malfunction in the latest technology. Kind of cool they made my refrigerator hover...
Title: Re: Shadowrun 5 Errata
Post by: Lucean on (02:47:59/10-10-14)
(CRB p. 303 & 304)
Assuming that the mental stats for all spirits isn't just F (earth, fire and man have modifiers)and that spirit Astral Initiative is calculated the same way as for mortal wouldn't the astral initiative for spirits of Fire and Man be ((f+1)x2)+3d6?
Spirit Initiative seems to follow separate rules. You always have some, that seem to be perfectly valid for typical initiative (Air) and then others where you just scratch your head (Man would be wrong for both calculations).
This has also been that way in SR4. All Core spirits were fine, except Air. It had F+4 for Reaction and only got Fx2+3 for initiative. When you thought that would have been just a typo you took a look at Street Magic and were completely puzzled. Every new spirit came with their own unrelated initiative modifier! So ... Just take the values as given and save yourself a serious headache.
Title: Re: Shadowrun 5 Errata
Post by: jim1701 on (09:24:30/02-13-15)
There continues to be a discussion about what weapons can fit on a standard weapon mount and what weapons must use a heavy weapon mount.

The book says:

Quote from:  Shadowrun 5th Edition pg 461
Standard weapon mounts may hold any assault rifle or smaller-sized weapon and 250 rounds of ammo.

Some think that the section in bold mean that shotguns and sniper rifles can only be used in heavy weapon mounts since they have a higher concealability rating than assault rifles (Shadowrun 5th Edition pg 420.)  Others say that heavy weapon mounts are for heavy weapons (MG, Grenade Launcher, etc.) and all other weapons use standard weapon mounts.  Could there be a clarification at some point on this?  Thanks.
Title: Re: Shadowrun 5 Errata
Post by: Rift_0f_Bladz on (11:00:32/02-13-15)
Oh, how I wan this to be clarified. I am in the boat that most sniper rifles and shotguns should fit into a standard weapon mount, but guns like the Terracotta Arms sniper rifle and the Beretta 122 being exceptions. Granted, I am ok with any clarification.
Title: Re: Shadowrun 5 Errata
Post by: viashno on (17:46:20/04-20-15)
Run & Gun page 25 says the Harpoon/Javelin uses the Thrown Weapons and Blades skills to use at range and in melee, respectively. Run Faster page 67 gives the Trans-Polar Aleutian Nation the Exotic Melee Weapon [Harpoons] skill. Are harpoons a blade or an exotic weapon?
Title: Re: Shadowrun 5 Errata
Post by: Lucean on (01:30:14/04-21-15)
Exotic can be nearly anything.
But when using the specific weapons from Run & Gun you refer to their statblocks and rules. So you can use the Blades Skill in melee.
It's just that they have the option to introduce other harpoon-style weapons that could use other rules.
Title: Re: Shadowrun 5 Errata
Post by: Adamo1618 on (09:29:38/04-25-15)
There continues to be a discussion about what weapons can fit on a standard weapon mount and what weapons must use a heavy weapon mount.

The book says:

Quote from:  Shadowrun 5th Edition pg 461
Standard weapon mounts may hold any assault rifle or smaller-sized weapon and 250 rounds of ammo.

Some think that the section in bold mean that shotguns and sniper rifles can only be used in heavy weapon mounts since they have a higher concealability rating than assault rifles (Shadowrun 5th Edition pg 420.)  Others say that heavy weapon mounts are for heavy weapons (MG, Grenade Launcher, etc.) and all other weapons use standard weapon mounts.  Could there be a clarification at some point on this?  Thanks.

The table you refer to states that shotguns have the same concealability mod as assault rifles (+6). According to the rules, larger weapons - sniper rifles for example - cannot fit into the standard mounts. Shotguns are about the same size as assualt rifles, so they would fit.
Title: Re: Shadowrun 5 Errata
Post by: Pixie on (10:47:56/04-25-15)
This isn't a thread for discussions, this is a thread for listing errata and potential errata.  Discussions can be put into other threads so as not to clutter up this one.
Title: Re: Shadowrun 5 Errata
Post by: Herr Brackhaus on (13:43:36/04-26-15)
There continues to be a discussion about what weapons can fit on a standard weapon mount and what weapons must use a heavy weapon mount.

The book says:

Quote from:  Shadowrun 5th Edition pg 461
Standard weapon mounts may hold any assault rifle or smaller-sized weapon and 250 rounds of ammo.

Some think that the section in bold mean that shotguns and sniper rifles can only be used in heavy weapon mounts since they have a higher concealability rating than assault rifles (Shadowrun 5th Edition pg 420.)  Others say that heavy weapon mounts are for heavy weapons (MG, Grenade Launcher, etc.) and all other weapons use standard weapon mounts.  Could there be a clarification at some point on this?  Thanks.

Oh, how I wan this to be clarified. I am in the boat that most sniper rifles and shotguns should fit into a standard weapon mount, but guns like the Terracotta Arms sniper rifle and the Beretta 122 being exceptions. Granted, I am ok with any clarification.

For what it's worth, Bull has clarified this for missions at least. http://forums.shadowruntabletop.com/index.php?topic=18293.msg325421#msg325421
Title: Re: Shadowrun 5 Errata
Post by: Sterling on (09:11:54/07-14-15)
Page 460 of the Core Rule Book (Second Printing)

Quote
Cultured bioware must be tailor-made for the body in which it will eventually find a home.

With this in mind, can Cultured Bioware be bought Used?
Title: Re: Shadowrun 5 Errata
Post by: The Wyrm Ouroboros on (10:30:59/07-14-15)
No.  There can be some major rejection issues, and some simply can't be effectively transplanted.  It's about the only thing you can't get used.
Title: Re: Shadowrun 5 Errata
Post by: Facemage on (05:45:31/07-16-15)
Is chemistry active or knowledge skill? It is in active skill lists (like on p. 144 and 151). On the other hand it is also on knowledge skill list (p. 149).
Title: Re: Shadowrun 5 Errata
Post by: Lucean on (06:15:42/07-17-15)
Both, depending on how you use it.
Title: Re: Shadowrun 5 Errata
Post by: Finn on (22:27:14/07-25-15)
Is there ever going to be a clarification on the Rigger section? As in what Attributes a Rigger uses while jumped in. What bonuses stack while in VR and Hot Sim etc.
Title: Unconscious from a full stun/physical condition monitor?
Post by: demion on (07:02:06/08-09-15)
I also asked this question in the Rules Clarification Section. But I think it should be addressed in the errata because of contradictory text passages on this topic.

I use the 2nd printing and there are 3 mentions of getting unsconsious - but only as "fluff text" and cross-reference

On page 100 in the section "Final Calculations" for character creation it states: "Every character has a Condition Monitor that tells the player how much Physical and Stun damage they can take before falling unconscious. ... For more information on using the Condition Monitor, see Damage, p. 169".

On page 137 section "Using Survival" skill it states "If your Stun Condition Monitor overflows and you fall unconcious,..."

On page 285 section "Combat Spells" Stunball it states "They are sometimes referred to as sleep spells because the can render targets unconscious but keep thema live"

On the contrary the Combat Rules say otherwise

On Page 169 "Stun Damage" and page 170 "Exceeding the condition monitor" there is absolut no mention of the word unconscious. Actually there is no mention of unconsciousness in the whole combat section.


Now my question is - was it forgotten to put a rule in the combat/damage/healing section for going unconscious and getting up again??
Or was it taken out of there on purpose and it got forgotten to delete the cross-references on going unconscious in the named places? I mean there are some examples for this kind of error when the rules were apparently changed in the course of rule-design and didn't get corrected at every mentioning in the book (for example the charging attack on page 162 vs 186)

Is there any official statement to this cause?
Title: Re: Shadowrun 5 Errata
Post by: Sterling on (07:20:23/08-09-15)
Have you read the section on Healing? (pp 205 - 209 Core Rulebook Second Printing)

From page 207:

STUN DAMAGE
Make a Body + Willpower (1 hour) Extended Test. The
character must rest for the entire hour for it to count
(forced naps and unconsciousness also count). Each hit
heals 1 box of Stun damage.
Title: Re: Shadowrun 5 Errata
Post by: The Wyrm Ouroboros on (15:10:20/08-09-15)
I tend to think it's more a 'common sense' thing.  However, the Healing section blurb quoted above does nothing to clarify.

Demion, realize that 'just because the Combat section doesn't specifically mention going unconscious when my Stun track maxes out' isn't an argument in favor of that being the case, especially when in three other places it specifically talks about exactly that occurring.  Arguing otherwise (or, IMO, demanding 'clarification') is exceedingly pedantic.  It's a 'no duh' situation there, ain't it?
Title: Re: Shadowrun 5 Errata
Post by: demion on (17:22:04/08-09-15)
Yes, but that is in no way an answer to my question. Only one more mention without saying anything exact. Interpreting this it would mean, you are unconscious for one hour. Really?
Title: Re: Shadowrun 5 Errata
Post by: The Wyrm Ouroboros on (11:19:24/08-10-15)
So you're going to go with pedantic, then.

If either your Stun OR your Physical tracks (OR both of them) fill up, you are unconscious.  If it's your Physical track, you're also dying.  You cannot regain consciousness until you possess at least one open box (i.e. healed / recovered) in BOTH tracks.
Title: Re: Shadowrun 5 Errata
Post by: demion on (12:27:38/08-10-15)
So you're going to go with pedantic, then.

Ok, a little perhaps;) But, it's just that I am unsure of how it was intended by the authors. Design-changes of important rules in the finish of the rules creation process do happen and lead to such errors (like leftovers of the rule that was kicked out at other sections).

As I wrote in the rules discussion forum http://forums.shadowruntabletop.com/index.php?topic=11514.msg390907#msg390907 (http://forums.shadowruntabletop.com/index.php?topic=11514.msg390907#msg390907) : I am confused because puting this important rule in the "finishing character creation" section and never mentioning it in the combat or damage explanation rules where it should be adressed is very, very strange. So either it was forgotten to explain in the combat rulings and should go into the errata or it was forgotten to take out of the other text passages and should also go into the errata file.

BTW: I am more in favor of the "was forgotten to explain in the combat rulings" theory at the moment because of the Awaken-spell in SG which was released after the Core Rules and addresses beeing unconscious from stun because of external injuries.
Title: Re: Shadowrun 5 Errata
Post by: ikarinokami on (19:22:51/09-13-15)
No.  There can be some major rejection issues, and some simply can't be effectively transplanted.  It's about the only thing you can't get used.

this reasoning makes no sense, this would mean simple current day organ transplants are impossible.
Title: Re: Shadowrun 5 Errata
Post by: The Wyrm Ouroboros on (00:15:50/09-14-15)
Donor compatability is the highest concern when it comes to a modern organ transplant.  People are kept in the hospital for days and weeks, put on anti-rejection medication for months, and it still occurs, even when it apparently should not.  Most bioware is Type O - 'universal donor' on the genetic level - and the rejection protocols are amazingly standard, so much so that rejection is functionally Not A Concern, because those gene lines are as bland as can be.

What you're suggesting takes you from Shadowrun ("Hey, I got an eye implant last week."  "Yeah?  How's it feel??"  "Kinda itches."  "You still good to go?" "Yeah, I can see fine.") back to modern-day protocols, where the implantee is still going to be in the hospital, they have to take both antibiotic and anti-rejection medications for months (because anti-rejection meds force the body to not produce antibiotics that'd attack the implanted organ), back to the body being at the stage where it might reject that genesculpted eye 'just because' despite the anti-rejection protocols - because the genetics in that implant aren't just 'not the same', they a) might not be the right blood type, and b) are genetically modified to do one thing particularly well - which means the base body's recognition of the stuff is skewed even worse towards 'invading biological'.

And that's the 'major rejection issues'.  Some bioware, like some cyberware, can't be effectively transplanted.  You can't take out someone's bone lacing (well, unless you're Magneto) and then just go and stick it into someone else; likewise, you can't strip out highly-specialized nerve clusters, or increased brain folds, or other portions of the neural system; just ain't gonna happen.

Though it sounds like a great plotline to have on the back-burner in case some player decides he wants to try getting 'used cultured bioware' -- get the discount, get the increase in impact, and then ... bad things start happening.  Of course, in the case of a lot of bioware, the character is running a very real risk of death due to internal complications.   Internal bleeding, cancerous growths ...

Aaaaall of that said, the answer remains, officially, 'no'.  However you want to describe it, the official answer is 'no, you cannot get Cultured Bioware at the 'used' grade.
Title: Re: Shadowrun 5 Errata
Post by: Chummer 5 is Alive on (06:33:21/09-19-15)
Uneducated: Is it possible to purchase technical skill groups with this quality, or do they cost double? A strict RAW interpretation suggests that you can buy skill groups as normal, but skills cost double.
Title: Re: Shadowrun 5 Errata
Post by: Kiirnodel on (22:39:46/09-19-15)
Uneducated: Is it possible to purchase technical skill groups with this quality, or do they cost double? A strict RAW interpretation suggests that you can buy skill groups as normal, but skills cost double.

[quote="SR5 pg. 87]and it’s possible the character will never learn some skill groups belonging to these categories.[/quote]

That's pretty much all it says. It's similar to the Uncouth quality, but apparently less strict (probably since there are more technical skills than social). So based on that, it's usually no to technical skill groups, but it's up to the GM.
Title: Re: Shadowrun 5 Errata
Post by: Chummer 5 is Alive on (09:45:09/09-22-15)
Bleah. Okay, new question. What counts as a Technical skill group? Obviously Biotech, Computer, Cracking, Electronics and Engineering, but Outdoors contains Navigation as well.
Title: Re: Shadowrun 5 Errata
Post by: Lucean on (04:40:46/09-23-15)
That question is hard to answer, as only skills are categorized in that way and not skill groups.
But Outdoors should be the only group where you have skills of differing categories and its 2:1 so I wouldn't categorize Outdoors as a Technical Skill Group.
Title: Re: Shadowrun 5 Errata
Post by: Rift_0f_Bladz on (17:47:10/10-10-15)
The defense test verse area effects is still in the update version of the CRB last I checked, don't know if anyone pointed that out.
Title: Re: Shadowrun 5 Errata
Post by: xandeco on (12:12:26/03-12-16)
Good day chummers, looked out all over the net and the forum, but couldn't find exactly what is the definition for the gadget version of skinlink in the 5th, the power is clear and well written in datatrails but the table in the run & gun list is as a communication gear pag 87 to look at it's description in SR5 but I don't seen to find it at all.
Is it possible to use it without been a technomancer in the 5th or was it removed from the tech of the SR5?
Title: Re: Shadowrun 5 Errata
Post by: SichoPhiend on (18:24:22/03-12-16)
At present Skinlink only exists for Technomancers

The errata for Run and Gun even states to remove Skinlink from the table of available Communications Gear as it has not yet been reprinted.  (The inclusion of the word "yet" gives hope that it will eventually be included as a tech option, but as of this moment it doesn't exist as tech)
Title: Re: Shadowrun 5 Errata
Post by: DeathStrobe on (22:17:48/04-11-16)
Ignore me, this is all wrong.

[spoiler]Several years late, but there are no rules for Extended Area detection spells.

I assume the SR5 rules are suppose to be that of SR4's

SR4a p209
Quote
Range:  The standard sensory range for a Detection spell is the spell’s Force x Magic in meters. For extended range Detection spells, the effective range of the new sense is Force x Magic x 10 meters. Note that any of the standard range spells listed below may be learned with an extended range instead (adding +2 DV).

But this description is nowhere in core or Street Grimoire, and oddly seems to have not been brought up before. I guess that shows you how often people use detection spells.[/spoiler]
Title: Re: Shadowrun 5 Errata
Post by: PiXeL01 on (00:04:22/04-12-16)
There are rules for extended detection spells in CRB p. 285

The standard range of the sense a Detec- tion spell grants is the spell’s Force x caster’s Magic in meters as a radius from the target of the spell. Extend- ed-range detection spells have a Force x Magic x 10 meter range.
Title: Re: Shadowrun 5 Errata
Post by: DeathStrobe on (00:23:15/04-12-16)
Oh you're totally right, I can't believe I missed that. I was looking everywhere for it.
Title: Re: Shadowrun 5 Errata
Post by: Sir_Prometheus on (01:43:05/10-02-16)
Probably already asked, but can we clarify if power foci increase your effective rating for purposes of physical or stun drain?
Title: Re: Shadowrun 5 Errata
Post by: Patrick Goodman on (11:00:34/10-02-16)
Probably already asked, but can we clarify if power foci increase your effective rating for purposes of physical or stun drain?
Definitely on the list.
Title: Re: Shadowrun 5 Errata
Post by: Sir_Prometheus on (20:15:36/10-02-16)
Probably already asked, but can we clarify if power foci increase your effective rating for purposes of physical or stun drain?
Definitely on the list.

Awesome, thanks.  I don't have too much of a position on it, just it's a huge power swing and I've seen different places rate it different ways. 

I guess it's worth asking what the scope of the changes you are making, are?  I would totally understand keeping it to small, obvious typos or omissions that could be changed with one line or two.  Indeed, that's what errata usually is.  But you've seemed willing to tackle slightly larger things.  I'm thinking things like what Bamce was talking about with Alchemy, where it's just not that useful at the moment.  There's a good number of things like that, that would be less "debugging typos" than "rewriting slightly after play-testing"
Title: Re: Shadowrun 5 Errata
Post by: Patrick Goodman on (22:13:07/10-02-16)
We haven't shied away from bigger things. That trend will likely continue.
Title: Re: Shadowrun 5 Errata
Post by: demion on (04:45:45/10-03-16)
I dont't think there will ever be an official errata other then the ultra-mini-version that already exists. The errors in SR5 are huge and would need serious rework - what will never happen. So you can only stick to houseruling all the problematic stuff.
Title: Re: Shadowrun 5 Errata
Post by: MijRai on (11:24:58/10-03-16)
You realize there is an entire Errata team now, right demion?  Patrick here has been a saint (definitely not a SINner) and helped organize it and get it greenlit by Catalyst.

That said, we've been working on the Errata properly for only about a month now, so there isn't a lot we've gotten nailed down and approved. 
Title: Re: Shadowrun 5 Errata
Post by: demion on (14:17:17/10-03-16)
My apologies! I didn't notice that and really appreciate your efforts. I wish you good luck and it's a pity that it's way too late for our group (we've already houseruled a loooot because its just necessary;)
Title: Re: Shadowrun 5 Errata
Post by: Fabe on (22:29:10/10-03-16)
Don;t know if any one else has asked this already but will anything in the core rule book be errataed to bring them in line with supplments? For example in Rigger 5.0 drones are only able to run autosofts with a rating equal to or less then their pilot rating. that might be something to add to the core book(along with the costs for autosofts)
Title: Re: Shadowrun 5 Errata
Post by: Sir_Prometheus on (12:43:45/10-13-16)
Patrick, something just occurred to me:  it says all cyberlimbs start with agi and str of 3. Shouldn't that be metatype dependent?  It's particularly weird in the case of Trolls, who can't even be str 3 normally. Not really trying to open a whole can of worms (obviously, different meta types would usually have different capacities, and I get why it's better to ignore that), just it seems particularly weird in the troll case. (It's a huge arm, it would be stronger without getting fancy). Even if there was a rule mandating that tolls buy the stats up to minimums I think that would solve it. (Troll arms that are twice as big are more expensive, naturally)

I always kinda figured there'd be an "advanced" rule section on cyberlimbs. Clear some things up, give a purpose to cyber torsos (like have them affect limits) all that. It never came. 
Title: Re: Shadowrun 5 Errata
Post by: MijRai on (13:37:57/10-13-16)
I don't know about others, but I definitely intend on bringing up cyberlimbs as a whole. 
Title: Re: Shadowrun 5 Errata
Post by: Sir_Prometheus on (15:00:14/10-13-16)

I don't know about others, but I definitely intend on bringing up cyberlimbs as a whole.

That's good to hear.  The system currently works but it's weird. 

Thought about it a little more.  Was thinking about how it feels like metatypes have to pay more for them.  ANd then, how when I'm building a relatively high stat character, it feels like cyberarms often start at a disadvantage, like I have to at least "buy them up to" what the characters stats are, and then of course you might as well max them,  It's a weird process.  In practice when I want a guy with a cyberlimb for thematic reasons -- cyberarms are cool, they put the "cyber" in cyber punk.  They're places to store cool shit, etc. -- I wind up actually lowering the main physical stats.  So I don't get "ripped off".  Which is weird, but I have a suspicion I'm one among many.

Why don't cyberlimbs just start at your normal (unaugmented) stats?  I Imagine if that were the case, a lot more people would get them and leave them un-boosted, too, so you'd have fewer questions of "what str and agi can I use for this test, again?".  WHen you can use the agi 9 for most things it feels cheesy and when you can't it feels like a rip off cuz your normal stats ain't great.  Complicated, too.  Less of that would be good, I think. 
Title: Re: Shadowrun 5 Errata
Post by: Kiirnodel on (17:50:58/10-13-16)
I've seen this argument come up before, although oddly never during 4th edition's reign (which used a nearly identical system, except not all limbs were customizable, some just stayed 3/3).

The way I see it, cyberlimbs are machines. They are made up of motors and gyros (to simplify). The motors affect Str, and the gyros Agi. If you want stronger motors (more Str) it costs more money. Likewise, if you want more precise gyros (more Agi) it also costs more money.

Why wold a Str 5 / Agi 5 arm cost different amounts for different people? It is the same equipment, so everyone pays the same price. Yes, this can mean it might not be as advantageous for characters that already have high attributes. But there are still other reasons to have good Physical Stats (like Limits), so those characters who are just trying to shortcut with cyberlimbs don't get everything.
Title: Re: Shadowrun 5 Errata
Post by: Novocrane on (18:16:38/10-13-16)
Quote
Why wold a Str 5 / Agi 5 arm cost different amounts for different people? It is the same equipment
Is it, though? In-setting, cyber limbs obviously differ between metatypes. If you doubt that, then I'd like to see your list of troll characters with dwarf cyberlimbs, or vice versa.
Title: Re: Shadowrun 5 Errata
Post by: jim1701 on (18:31:57/10-13-16)
I've seen this argument come up before, although oddly never during 4th edition's reign (which used a nearly identical system, except not all limbs were customizable, some just stayed 3/3).

The way I see it, cyberlimbs are machines. They are made up of motors and gyros (to simplify). The motors affect Str, and the gyros Agi. If you want stronger motors (more Str) it costs more money. Likewise, if you want more precise gyros (more Agi) it also costs more money.

Why wold a Str 5 / Agi 5 arm cost different amounts for different people? It is the same equipment, so everyone pays the same price. Yes, this can mean it might not be as advantageous for characters that already have high attributes. But there are still other reasons to have good Physical Stats (like Limits), so those characters who are just trying to shortcut with cyberlimbs don't get everything.

Well part of what you are paying for is just the customization (or at least that should be part of the cost) so having more than one base limb to choose from that have different base attributes should be a standard thing.  Otherwise they should be having just one base gun, one base deck, one base car, etc. and make the customer pay to customize it from there.  Instead we get lots of base models and still get to customize all that stuff to a greater or lesser extent.  That's my two cents. 
Title: Re: Shadowrun 5 Errata
Post by: Patrick Goodman on (18:35:41/10-13-16)
Yeah, cyberlimbs are definitely going to get a lot of discussion time.
Title: Re: Shadowrun 5 Errata
Post by: on (00:53:24/10-14-16)
Quote
I'd like to see your list of troll characters with dwarf cyberlimbs, or vice versa.
Hmm... a dwarf with cyber-troll-arms...  8)
Title: Re: Shadowrun 5 Errata
Post by: DeathStrobe on (01:04:55/10-14-16)
On the Matrix, can we get clarification if a host's WAN is suppose to consume icons slaved to it, or if icons slaved to a host are visible on the open grids but defend with the host's stats.

RAW is clearly that icons of slaves exist in the Host only, which is logically consistent with there only being 1 icon per device. However all other master/slave relationships do allow hacking the slave while the slave defends with the masters stats. Which is also logically consistent, but not compatible with the idea that a slaves Icon exists inside a host only.

However the problem is that if an icon is in a host, there is no rules to explain how you can spot a device that is inside a host, which would mean a camera slaved to a host is invisible on the open Matrix, which can be problematic as a facility may have multiple hosts, and it might not be clear on which host that camera is inside. If there was something like being able to follow the literal data trail to see which host is the master, would be kind of nice. Other wise, its just kind of hand wavy. Though, I realize that the high level of abstraction that is the Matrix pretty much requires a lot of hand waving.
Title: Re: Shadowrun 5 Errata
Post by: Kiirnodel on (02:49:06/10-14-16)
Quote
Why wold a Str 5 / Agi 5 arm cost different amounts for different people? It is the same equipment
Is it, though? In-setting, cyber limbs obviously differ between metatypes. If you doubt that, then I'd like to see your list of troll characters with dwarf cyberlimbs, or vice versa.

Sure, the outside could look different, but statistically they would be the same, wouldn't they? Unless you're trying to say that a Dwarf with 5 Strength and a Human with 5 Strength somehow function in some fundamentally different way... The whole point of the metatype adjustments being part of Lifestyles is so that it doesn't have to be factored into gear costs. I may not agree with it entirely, but that's the way they have it.

As for the cyberlimbs specifically, if we use my motors and gyros analogy from before: We'll say for each 1 pt of Str, that counts as being able to put out say 100 psi, and 1 pt of Agi is being able to move 100 cm/sec. (These are pretty much arbitrary numbers, so don't worry about it making sense the  whole way through). So if we have 3/3, that's 300 psi and 300 cm/sec. And if we have 5/5 that's 500 each.

So the mechanisms of the cyberarm have to meet those "criteria" to qualify as that level of attribute, and getting a cyberarm to do that would cost a certain amount. Are we going to say that it costs less to make an Arm with 5 Strength for an Ork than it does to make a 5 Str arm for a Human? Remember that cybearms are completely robotic, they don't depend on the base structure.

Well part of what you are paying for is just the customization (or at least that should be part of the cost) so having more than one base limb to choose from that have different base attributes should be a standard thing.  Otherwise they should be having just one base gun, one base deck, one base car, etc. and make the customer pay to customize it from there.  Instead we get lots of base models and still get to customize all that stuff to a greater or lesser extent.  That's my two cents. 

Chrome Flesh added something sort of like that when they added Cyberlimb Optimization. Other than that, Cyberlimbs' only attributes are the Strength/Agility, and they are fundamentally supposed to be modified, so I don't think it is a good comparison to say that "having only one cyberlimb is like saying there is only 1 gun and everything is just customization"

But on that thought, I did think of a sort of compromise. Have a short listing of "customization bundles" for cyberlimbs, like:

NameAvailCost
+Slim (+2 Agi, -1 Str)+1+5000
+Hefty (+2 Str, -1 Agi)+1+5000
+Troll* (+2 Str)+1+7500
*Only available to Trolls

Slim/Hefty isn't actually a discount, it's just balancing out +2 to one attribute with -1 to the other at the cost of one attribute increase. Slim could be "for elves" and Hefty could be "for Ork/Dwarf/Troll"
Troll gives them a slight discount, but I don't think a complete removal of the "cyberlimb attribute tax" is in order here.
Title: Re: Shadowrun 5 Errata
Post by: Jack_Spade on (03:00:02/10-14-16)
Yeah, cyberlimbs are definitely going to get a lot of discussion time.

Since we are at the topic, I'd like to enter this radical proposal:

Do away with Enhancement and only use Augmentation
Every cyberlimb has to be fitted to the owner, so AGI and STR are automatically that of your natural body. Augmentations are now allowed to go up to 4 instead of 3, setting it in sync with the rest of the rules.

In one swoop you get rid of the Limit discussion, metatype discrimination and drastically reduce the occurrence of one arm wonders.

If you train and increase one of your stats the limb adjusts its settings so you are in synch with your body again.
Title: Re: Shadowrun 5 Errata
Post by: Welf on (05:06:07/10-14-16)
Yeah, cyberlimbs are definitely going to get a lot of discussion time.

Since we are at the topic, I'd like to enter this radical proposal:

Do away with Enhancement and only use Augmentation
Every cyberlimb has to be fitted to the owner, so AGI and STR are automatically that of your natural body. Augmentations are now allowed to go up to 4 instead of 3, setting it in sync with the rest of the rules.

In one swoop you get rid of the Limit discussion, metatype discrimination and drastically reduce the occurrence of one arm wonders.

If you train and increase one of your stats the limb adjusts its settings so you are in synch with your body again.
Your Limit could still be different for your cyberarm if it "only" gives +3 on stats. Which would mean some one arm wonder would still be possible, right?
Title: Re: Shadowrun 5 Errata
Post by: Jack_Spade on (06:02:03/10-14-16)
Augs can either count as 1/4*Rating into the limit calculation. AGI Aug for speed would only count if both legs have the same aug (if one leg is faster than the other you start to run in circles  ;D )
Title: Re: Shadowrun 5 Errata
Post by: Sir_Prometheus on (10:12:21/10-14-16)
OH, can we get clarification on stealth on the astral, and just how much quickened spell, sustained spells, etc "glow" on the astral?  (i.e. the magnitude)  The ability notice astral phenomena (spirits) and spell casting from the physical is delineated.  But on the astral it just says they "glow".  But y'know, watch dials glow.  Lamp post glow.  These are very different levels. 
Title: Re: Shadowrun 5 Errata
Post by: jim1701 on (13:04:02/10-14-16)
Well part of what you are paying for is just the customization (or at least that should be part of the cost) so having more than one base limb to choose from that have different base attributes should be a standard thing.  Otherwise they should be having just one base gun, one base deck, one base car, etc. and make the customer pay to customize it from there.  Instead we get lots of base models and still get to customize all that stuff to a greater or lesser extent.  That's my two cents. 

Chrome Flesh added something sort of like that when they added Cyberlimb Optimization. Other than that, Cyberlimbs' only attributes are the Strength/Agility, and they are fundamentally supposed to be modified, so I don't think it is a good comparison to say that "having only one cyberlimb is like saying there is only 1 gun and everything is just customization"

But on that thought, I did think of a sort of compromise. Have a short listing of "customization bundles" for cyberlimbs, like:

NameAvailCost
+Slim (+2 Agi, -1 Str)+1+5000
+Hefty (+2 Str, -1 Agi)+1+5000
+Troll* (+2 Str)+1+7500
*Only available to Trolls

Slim/Hefty isn't actually a discount, it's just balancing out +2 to one attribute with -1 to the other at the cost of one attribute increase. Slim could be "for elves" and Hefty could be "for Ork/Dwarf/Troll"
Troll gives them a slight discount, but I don't think a complete removal of the "cyberlimb attribute tax" is in order here.

Well, we'll have to disagree then.  In all the world of Shadowrun with all the mega corps they only build one base cyberlimb?  That's hilarious IMHO.

The optimized limbs in Chrome Flesh are like getting to pick between a Predator IV and a Predator V.   

Metatypes should have their own base arms.  What their base stats should be can be up for debate but I do think that ideally the character's actual natural strength and agility should factor into what the base stats should be.  The chart is a step in the right direction except for the availability modifiers. 

And on another topic I would like to see something more rational done with cyber limb armor.  Four cyber limbs with +3 armor shouldn't be four times as effective as level 3 dermal plating or level three orthoskin or titanium bone lacing.  Especially given that it stacks with all three despite the fact you are removing bone and skin to install them.  Not a deal breaker for me by any means but I'd prefer something that made more sense.  Making all "built in" armor non-stackable would be the simplest route.
Title: Re: Shadowrun 5 Errata
Post by: ShadowMaster on (01:35:17/10-29-16)
On page 299 under Learning Spells it says there are spell formulas for rituals, but there is no cost listed on the magical goods table on page 326 for ritual spell formulas.
Title: Re: Shadowrun 5 Errata
Post by: ShadowMaster on (02:07:59/10-29-16)
There are rules on how a character can make formula for a focus but there is no set of rules for how a character can make a spell formula for spells, rituals or preparations.
Title: Re: Shadowrun 5 Errata
Post by: Strill on (22:51:39/11-04-16)
The Focus Addiction rules on page 414 are incoherent as written. With enough active foci it's possible to have an addiction rating of 12, which means you start counting down to an addiction test if you use foci at least once during a -1 week period. What does "-1 weeks" even mean?

Furthermore, what happens if you activate 9 force of foci one week, and 8 force of foci the next? Do you track them separately?

Finally, there's the fact that if your magic is 8, you can have 8 force of foci activated without risking addiction, but the moment you activate one extra foci, you make addiction tests with almost the same difficulty as Kamikaze. You go from no risk to a huge risk abruptly with no middle-ground.

The way I fix this is by making the Addiction Rating for foci = Total force of all active foci - Magic. However, it's worth noting that this has the side-effect of allowing mages to use more foci than the current system.
Title: Re: Shadowrun 5 Errata
Post by: Strill on (23:26:27/11-04-16)
RAW, the Engulf ability (p. 396) seems to stack with the Energy Aura (p. 396) ability, allowing Spirits to deal [Force x6] damage with a single melee attack. I think this is a bit overpowered when compared to Powers like Elemental Attack, Venom, or Natural Weapon which deal only [Force x2] or [Force x3].

So a Force 6 spirit can deal 36 fire damage with -6 AP in a single attack using Engulf.

To deal Force x6 damage, a Fire Spirit uses Engulf (p.396) to deal [Force x2] damage with -[Force] AP. Because this is a melee attack, Energy Aura (p. 396) activates, increasing the damage by [Force]. Once the target's turn comes up again, Engulf deals this damage again at the start of their turn.
Title: Re: Shadowrun 5 Errata
Post by: Strill on (10:55:15/11-26-16)
Beast Spirits have Noxious Breath, but don't have the Exotic Ranged Weapon skill they need to use it.
Title: Re: Shadowrun 5 Errata
Post by: Sir_Prometheus on (16:11:50/11-28-16)
Beast Spirits have Noxious Breath, but don't have the Exotic Ranged Weapon skill they need to use it.

Honestly feel the skill should just come with the power for spirits. Comes up when designing ally spirits a lot.
Title: Re: Shadowrun 5 Errata
Post by: Strill on (12:08:50/12-14-16)
Guidance spirits have the Divining power, but don't have the Ritual Spellcasting skill they need to use it.
Title: Re: Shadowrun 5 Errata
Post by: Agonar on (01:30:27/12-19-16)
Was there ever a clear-up as to the type of action meant to issue a command for Control Thoughts spell?

Quote from: SR5 Core book, Page 293
The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.

Control Actions specifies a Complex Action needed to issue the command, which makes a little sense I guess since you use your own skills to make him do things.. is Control Thoughts/Mob Mind meant to only need a Simple Action, since you only implant the thought, and they obey in their own manner?
Title: Re: Shadowrun 5 Errata
Post by: Chummer 5 is Alive on (10:25:20/12-26-16)
The description for Headware (SR5 451), states that the ware is normally installed in the head, but can be installed into cyberlimbs. Is it intentional that you can put, say, an olfactory booster in your hand, or was this supposed to be a reminder of how capacity works, and it can only be installed into a cyberskull?
Title: Re: Shadowrun 5 Errata
Post by: Sterling on (13:29:46/12-26-16)
The description for Headware (SR5 451), states that the ware is normally installed in the head, but can be installed into cyberlimbs. Is it intentional that you can put, say, an olfactory booster in your hand, or was this supposed to be a reminder of how capacity works, and it can only be installed into a cyberskull?

I'm using the latest reprint - The Master Index Edition.  It states on p. 451 that items with a capacity cost may be installed into cyberlimbs instead.  The chart on p. 453 has the essence and (where appropriate) capacity costs.  The olfactory booster in your example does not have a capacity cost, so may not be installed into cyberlimbs.
Title: Re: Shadowrun 5 Errata
Post by: Kiirnodel on (16:18:18/12-26-16)
The description for Headware (SR5 451), states that the ware is normally installed in the head, but can be installed into cyberlimbs. Is it intentional that you can put, say, an olfactory booster in your hand, or was this supposed to be a reminder of how capacity works, and it can only be installed into a cyberskull?

I'm using the latest reprint - The Master Index Edition.  It states on p. 451 that items with a capacity cost may be installed into cyberlimbs instead.  The chart on p. 453 has the essence and (where appropriate) capacity costs.  The olfactory booster in your example does not have a capacity cost, so may not be installed into cyberlimbs.

It says that in the original print also. The text says:
Quote
Items that have a Capacity Cost [in brackets] may
be installed in cyberlimbs instead, costing Capacity
rather than Essence.

And Sterling is right, the olfactory booster doesn't have a capacity cost, so it doesn't qualify.


Was there ever a clear-up as to the type of action meant to issue a command for Control Thoughts spell?

Quote from: SR5 Core book, Page 293
The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.

Control Actions specifies a Complex Action needed to issue the command, which makes a little sense I guess since you use your own skills to make him do things.. is Control Thoughts/Mob Mind meant to only need a Simple Action, since you only implant the thought, and they obey in their own manner?

The text for Control Thoughts should likely say Simple Action. The term Standard Action has slipped into the vernacular for a lot of gamers. I can't think of a situation where someone has used Standard to mean something other than Simple and vice-versa.

And yes, the two spells require different actions. Control Actions takes a Complex Action to "make the target perform any action" while Control Thoughts is a Simple Action to "mentally give command"
Title: Re: Shadowrun 5 Errata
Post by: Chummer 5 is Alive on (21:22:27/12-26-16)
Sorry, didn't phrase that properly. What I meant to ask is, is it intentional that headware with a capacity cost can be installed in all kinds of cyberlimbs rather than just the cyberskull?
Title: Re: Shadowrun 5 Errata
Post by: Sir_Prometheus on (14:53:07/12-28-16)
Since most of them are just computer bits (and decks won't even fit in cyber skulls) I'm pretty sure yes.
Title: Re: Shadowrun 5 Errata
Post by: Finstersang on (12:14:46/01-09-17)
I´m almost afraid to ask, but:

What happened to the errata process? Last official post was almost 2 months ago. Anyone still on it?
Or has official Errata (just as, let´s face it, the TM sourcebook) once again died miserably behind the shrouds of NDA?
Title: Re: Shadowrun 5 Errata
Post by: Kiirnodel on (23:02:56/01-09-17)
It is still in progress, though paused slightly while Patrick Goodman was working on a project for another game. He last mentioned it HERE (http://forums.shadowruntabletop.com/index.php?topic=25586.msg477308#msg477308).

This sort of thing is bound to happen when the errata committee is made up of volunteers and unpaid. Patrick still needs to do work to pay the bills after all.
Title: Re: Shadowrun 5 Errata
Post by: MijRai on (02:40:01/01-10-17)
As do the rest of us on the team as well.  It may be slow for now, but things should be picking up again soon.
Title: Re: Shadowrun 5 Errata
Post by: Finstersang on (07:09:44/01-10-17)
Thanks, missed that one   :D
Title: Re: Shadowrun 5 Errata
Post by: Quatar on (20:11:01/01-10-17)
Just saw this today:

page 184 CRB has multiple references to the "Infiltration skill" which is not an actual skill.

Also, how do "Missiles" differ from "Rockets"? They have sensors (unlike rockets), so I assume they use the rules from that page. But is there a point to using Active Targeting with them at all? They're area attacks, so the target doesn't get a defense roll anyway, so a penalty to a non existing roll is kinda pointless.
Title: Re: Shadowrun 5 Errata
Post by: MijRai on (02:27:37/01-11-17)
I'd assume it'd apply to the Interrupt Action to avoid explosions.  But that's an assumption.
Title: Re: Shadowrun 5 Errata
Post by: Kiirnodel on (05:05:55/01-11-17)
I don't think it has anything to do with the interrupt action to run away. First, because that action still doesn't have a roll involved, and second, because it wasn't printed until Run & Gun, while missiles/rockets are in the Core book...

However, I think it might be that Missile/Rockets are meant to still be dodged. Missiles and Rockets usually explode on impact, and personally, I think Rockets are generally slower than bullets. If you can dodge a bullet in the SR rules, why not a rocket?

Thinking conceptually, it seems pretty standard for a rocket/missile fired at a plane, and then have the pilot pull off some maneuver to try and shake the rocket. That's a thing, right?
Title: Re: Shadowrun 5 Errata
Post by: Reaver on (05:33:30/01-11-17)
I don't think it has anything to do with the interrupt action to run away. First, because that action still doesn't have a roll involved, and second, because it wasn't printed until Run & Gun, while missiles/rockets are in the Core book...

However, I think it might be that Missile/Rockets are meant to still be dodged. Missiles and Rockets usually explode on impact, and personally, I think Rockets are generally slower than bullets. If you can dodge a bullet in the SR rules, why not a rocket?

Thinking conceptually, it seems pretty standard for a rocket/missile fired at a plane, and then have the pilot pull off some maneuver to try and shake the rocket. That's a thing, right?

Keep in mind you are still talking about several hundred kilometers per hour flight speed (and RPG travels at around 860kmph!).

the major difference between rockets and missiles is indirect fire.

Rockets can only travel in a direct line to the target, so you need a clear flight path to the thing getting the shit blown out of it :P
Missiles on the other hand... well, they can follow a sensor reading, be that a radar, heat sig, laser guidance, RFID tag... so you can be several blocks over, with 3 building between you and STILL blow the shit out of something.

Which makes rockets' the "idiots" weapon of choice (Idiot here referring to a lack of useable skills), while Missiles are the smart Riggers' weapon of choice (as they can use a drone to find the target, then shoot the missile off from cover). Also makes Missiles the more expensive choice.
Title: Re: Shadowrun 5 Errata
Post by: FST_Gemstar on (21:20:56/01-12-17)
Didn't look hard in the thread but didn't find a posting re: Magic/Resonance and 'ware at character generation with different character generation methods. I know you can't spend special points on top of karma, but can use karma on top of special points if so desired. Mainly, I want to know how exactly how essence/magic loss is dealt with in character creation, especially when taking significant amounts of 'ware.   

1. In Priority/Sum2ten, does order of operations for increasing magic apply? Ex. Say You are an aspected D Magician that starts with Magic 2 and get 4.00 essence worth of 'ware so that your character has Essence: 2.00. You would like your character to still have Magic 2 at the start of play. Please note which options are correct... 
 
A. Do you have to spend 4 special points -- to raise Magic to 6 and then have it drop to 2 with essence loss?
B. Do you have to spend 2 special points -- to let Magic hit 0 from the 'ware, and then bought back up with 2 points back to 2? 
C. Can you spend 15 karma instead of special points -- let magic hit 0 from the 'ware loss during the 'ware buying phase, and then buy magic pack up to 2 for 15 karma during the spend remaining karma phase? 
D. Other? 

2. Point Buy works a little different, as everything is bought with karma. Using the same example above, after spending the 15 karma to be an aspected magicain 
A. Do you have to spend 100 karma -- to raise Magic from 1 to 6, in order to have Magic 2 with Magic loss due to essence loss? 
B. Do you you spend 15 -- to raise Magic from 0 to 2 after letting it hit 0 from 'ware loss?
C. Do you spend 10 karma -- to raise Magic from 1 to 2, because when you buy the aspected magician quality Magic is always at least 1 unless you burn-out (max magic hits 0).   
D. Other?   

3. I know there is some controversy on the rules change for Magic that breaks from previous editions that folks with Magic ratings only permanently burn out when their Max Magic hits 0, not just when their Magic hits 0. As someone who only started playing 5th, this never seemed like an issue to me, but it does make many who played previous editions uneasy. As written, the rule seems to be intentional (lots of wording about it). However, characters with Resonance are written (also very intentionally) to burn out whenver their current Resonance hits 0 (as opposed to their max Resonance as it would be if Resonance worked analogously to Magic). This to me adds to the confusion, as Resonance seems to work the way Magic used to work. So... 
A. To be clear--Do magicians only burn-out permanently when their max Magic hits 0? 
B. Is Resonance intended to work differently, or are technomancers supposed to only permanently burn-out when their Max Resonance hits 0? 

Title: Re: Shadowrun 5 Errata
Post by: firebug on (23:10:35/02-13-17)
On page 202 of the Core Rulebook, I believe the Movement Rates table needs altering.

Actually, there's several things in that section that need clarification.  Is there a minimum movement rate per turn if something is moving at a speed above 1?  Is the Control Vehicle action required for both drones in chase combat?  Is it required for drones or vehicles in tactical combat?  There's no clear rules for drone movement in tactical combat, but that's pretty crucial to riggers.

Also, in regards to the movement rates table, I can, at character creation, get a drone capable of moving at five times the speed of sound, over 3000 miles per hour.  The issue isn't in being able to increase a drone's speed; it's that the chart is for some reason exponential with each point of Speed doubling the movement rate.
Title: Re: Shadowrun 5 Errata
Post by: firebug on (01:17:24/02-17-17)
A clarification on what counts as "unarmed" is required for the Killing Hands adept power (core rulebook, page 310), the Bone Lacing augmentation (core rulebook 454), Bone Density Augmentation (core, 459), Elemental Strike (Street Grimoire, 170), and Penetrating Strike (Street Grimoire, 173).

The confusion is over whether "unarmed" means any attack using the Unarmed Combat skill, and what of these things can stack with eachother or other weapons that use the Unarmed Combat skill.

For instance; can you use Elemental Strike with a "Knucks" weapon?  Does Bone Lacing or Bone Density Augmentation increase damage done with knucks?  What about implanted weapons?  Can you use Penetrating Strike with cyber spurs or a biospike?
Title: Re: Shadowrun 5 Errata
Post by: on (22:12:39/02-17-17)
A mechanical distinction between a Device and an Icon, I imagine, would help clear up a few issues with the Matrix.
Title: Re: Shadowrun 5 Errata
Post by: Valyn81 on (11:29:07/03-08-17)
A clarification on what counts as "unarmed" is required for the Killing Hands adept power (core rulebook, page 310), the Bone Lacing augmentation (core rulebook 454), Bone Density Augmentation (core, 459), Elemental Strike (Street Grimoire, 170), and Penetrating Strike (Street Grimoire, 173).

The confusion is over whether "unarmed" means any attack using the Unarmed Combat skill, and what of these things can stack with each other or other weapons that use the Unarmed Combat skill.

For instance; can you use Elemental Strike with a "Knucks" weapon?  Does Bone Lacing or Bone Density Augmentation increase damage done with knucks?  What about implanted weapons?  Can you use Penetrating Strike with cyber spurs or a biospike?

First order of clarification:
Unarmed Combat Unarmed Combat covers the various self-defense and attack moves that employ the body as a primary weapon. This includes a wide array of martial arts along with the use of cybernetic implant weaponry and the fighting styles that sprung up around those implants.
Default: Yes Skill Group: Close Combat Specializations: Blocking, Cyber Implants, Subduing Combat, or by specific Martial Art

Second order of clarification:
Knucks: (found immediately under the section 'Other Melee Weapons') These may be traditional fist-load weapons like brass knuckles, or modern “Hardliner gloves” with a thin layer of densiplast located along the knuckles and the edge of the hand. Either way they substantially boost the impact of a punch, making it potentially deadly. Attacks with knucks use the Unarmed Combat skill.

If you are still confused by this, NOTE the part of Other Melee Weapons These weapons require skills other than Blades or Clubs to use. (pg 422 Gear Listing); aka It IS a melee weapon; but, uses the unarmed combat skill for purposes of skill dice.
-----------------------------------------
Third Order of clarification:
Bodyware covers the goods to make you stronger, faster, better protected, and altogether more robotic, if that’s your thing. Bodyware cannot be installed into cyberlimbs unless it has a Capacity cost [in brackets]. Bodyware with a Capacity cost can be installed in cyberlimbs, costing capacity rather than Essence.

Bone lacing: Your bones are laced with lattice chains of reinforcing plastics or metals, improving their integrity and tensile strength (and adding to your body’s overall weight). Bone lacing comes in three types: plastic, aluminum, and titanium — you can only have one installed at a time. It gives you extra Body for resisting physical damage, a little Armor (cumulative with other Armor, without adding to Encumbrance), and changes your unarmed combat damage, all listed in the Bone Lacing table. Bone lacing is incompatible with other augmentations that add to or alter your bones (such as bone density augmentation).
-----------------------------------------
Bioware is subtler, more holistic, and less invasive than cyberware, at the cost of being substantially pricier. Instead of replacing body parts with machines, bioware augments the body’s own functions and integrates transplanted organs that function as natural features. The application of biotechnology is a tricky business, as the fine balance of homeostasis between the body’s organic systems must be maintained. In the last decade, bionics and bio-engineering techniques have taken bioware from cutting edge to commonplace. Bioware is more expensive monetarily, costs less Essence, and is much harder to spot. Also—and we’d like to think this goes without saying— bioware has no wireless capability at all

Bone density augmentation: The molecular structure of your bones is altered to increase density and tensile strength. Ligaments are strengthened, and the increased bone density increases your weight a bit. Your Body attribute is increased by the bone density Rating for the purpose of damage resistance tests. You also deal Physical damage in unarmed combat, based on the Rating of the augmentation (see the Bone Density Augmentation table). Bone density augmentation is incompatible with other augmentations to the bones, including bone lacing cyberware.

In case the above descriptions from the books are still unclear : You can NOT have both Bioware and Cyberware at the same time. BIOware uses your body without replacing the whole thing. CYBERware replaces the whole thing.

-----------------------------------------
Adept Powers

Killing Hands Cost: 0.5 PP Activation: Free Action
This power lets you inflict lethal damage with your unarmed attacks. When inflicting damage on the target of an unarmed attack, you may choose whether to cause Stun or Physical damage. Killing Hands may be combined with other adept powers that increase unarmed damage. Your Killing Hands attacks are magical, so they can bypass a creature’s magical defenses against attack, such as the Immunity to Normal Weapons power, and may be used by adepts with Astral Perception during astral combat.

ELEMENTAL STRIKE COST: 0.5 PP ACTIVATION: SIMPLE ACTION PREREQUISITES: KILLING HANDS
Elemental Strike enhances the damage caused by an unarmed Killing Hands strike by channeling an elemental effect into the attack. Activating this power requires a Simple Action and the effect remains active for (Magic) Combat Turns or until the adept deactivates it with. Free Action or is rendered unconscious. While active, the chosen elemental effect wreathes the hand, foot, or other body part the adept uses to strike. Only one effect can be used at a time and can’t be combined with any other adept striking power except Killing Hands. Each elemental effect must be purchased as a separate power.

PENETRATING STRIKE COST: 0.25 PP PER LEVEL (MAX 4)
This ability allows an adept to focus and project an unarmed attack a short distance forward, bypassing armor the target may have or punching through their thick, stubborn hide. In essence, this gives the adept’s attack an AP rating equal to the levels she has in this power (maximum 4). This power can be used in conjunction with the Killing Hands power but not Elemental Strike.

**EDIT 2**
Base in the part of Unarmed combat, any Implants that are not considered a melee weapon count, if the word melee is uses at any point then it will not apply. CYBERARMS are unarmed, the blades or other weapons are NOT.
-----------------------------------------
**EDIT 1**
Forgot this part:

Cyber melee weapons: For a quarter of a century now, cyber-implant melee weapons have been the classic, favored toys of razor guys, from street muscle to professional urban samurai. They are available as cyberarm upgrades, but can also be installed directly into the flesh. Cyber weapons can be readied via muscle flexture, neural impulse, or wireless signal. Attacks with cyber melee weapons use Unarmed Combat skill and the Physical limit.
Hand razors are blades two to three centimeters long, made of chromed steel or carbon fiber. They either slide out from beneath your fingernails or replace them entirely. Hand blades slip out the side of the hand opposite the thumb, parallel to the hand, and while they are universally thin and sharp, they come in a variety of shapes and styles. Spurs are one to three blades or spikes protruding from the back of your wrist or your knuckles, sticking out from your fist as much as thirty centimeters. The shock hand is like a shock glove built into the palm of your hand, perfect for inflicting a nasty shock to anything it comes into contact with. Shock hands deal Electricity damage (p. 170) and have ten charges in each hand; when plugged in they recharge at a rate of one charge per ten seconds.


I could not find anything about a BIOSPIKE so I will have to assume you are still referring to the Cyber melee weapons.

Here is more info about Cyberlimbs:

Cyberlimbs
In today’s world of transplant-friendly bioware, the use of cyberlimbs is sometimes viewed as crude and outdated. On the other hand, they are cheap and easy to service and upgrade, so in the end they became even more popular for the less fortunate. Since cyberlimbs are more capable than most natural limbs, and you can load them up with all sorts of wiz tech, this kind of cyberware has stayed in high demand.
Cyberskulls and –torsos are included in the “cyberlimbs” category, though they are in fact shells rather than full replacements (or actual limbs).
Cyberlimbs have their own Strength and Agility ratings. When a particular limb is used for a test (such as leading an attack with your cyberarm), use the attribute for that limb (natural or cyber); in any other case, take the average value of all limbs involved in the task. If a task requires the careful coordination of several limbs, use the value of the weakest limb. The attributes of partial limbs (including cyberhands and –feet) may be enhanced, but their attributes only apply for tests directly involving those limbs (such as a Strength Test when gripping something with an enhanced cyberhand). Cyberlimbs cannot hold any bioware, nor any cyber-implants that take up Essence rather than Capacity. Essence cost, Capacity, and other stats can be found on the Cyberlimb table. Cyberlimbs have other useful features. They give you 1 extra damage box on your Physical Condition Monitor for each cyberlimb you possess (ignore hands and feet, and partial limbs count for half a limb). They have Capacity, letting you add cyberweapons and other cyber systems that have a Capacity cost [in brackets]. They can perform at superhuman levels with the right enhancements. Cyberlimbs can be dangerous even if they don’t have cyberweapons installed— their unarmed Damage Value is (STR)P.
========================================================================
I hope the clarified your points of confusion. If not, please let me know.

*I was not trying to be rude by using the quotes or bold letters and underlines, it is just to highlight the parts that clarify your questions.

Sincerely,
BetaVirus
Title: Re: Shadowrun 5 Errata
Post by: JeremiahRiggs on (18:39:35/03-08-17)
Errata - We try to get our products into good shape before they go out the door, but . . . well . . . the thing is, you can submit errata here.

HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA
Title: Re: Shadowrun 5 Errata
Post by: Reaver on (20:22:05/03-08-17)
Tell us how you really feel JR....
Title: Re: Shadowrun 5 Errata
Post by: JeremiahRiggs on (00:37:28/03-09-17)
I feel that the bar has been set so fucking low that it is possible for people who have become so utterly fucked up in the head that they accept pieces of shit like SR5 and related books as an actual real RPG.  The fact that Trump was elected president supports my hypothesis.  This world will fall to incompetency within 50 years.  The 2006 movie Idiocracy played down the level of stupid that is to come so that people would find it believable.
Title: Re: Shadowrun 5 Errata
Post by: Carmody on (02:50:59/03-09-17)
And yet you take the time to post here, and to enlight us with messages I do not even dare to quote... ???

What am I supposed to deduct about you?
Title: Re: Shadowrun 5 Errata
Post by: Jack_Spade on (03:17:02/03-09-17)
Let's see

Three days old account
Really inflammatory language
Only content is complains
Lacking tact
Looks suspicioulsly like a...
Title: Re: Shadowrun 5 Errata
Post by: Carmody on (04:56:04/03-09-17)
Let's see

Three days old account
Really inflammatory language
Only content is complains
Lacking tact
Looks suspicioulsly like a...

I like it  ;D
Title: Re: Shadowrun 5 Errata
Post by: Reaver on (12:00:43/03-09-17)
If it makes you feel better JR,

I don't care.

Chalk you up as "whiny waste of skin" along with 20 other people that were/are on the forums....


Oh, and just a note from someone who has been to 30 different countries to work: It's not that bad out there..... But you millennials....your in for a shock once mommy and daddy cut you off and kick you into the REAL world!
Title: Re: Shadowrun 5 Errata
Post by: Finstersang on (15:39:28/03-09-17)
Chalk you up as "whiny waste of skin" along with 20 other people that were/are on the forums....

And that´s the point where I realized that my hopes and wishes for this this franchise to somehow recover were all in vain...
Are you sure that there are even that many people left in this forum?

(The poster you are replying to is still a whiny brat, though...)
Title: Re: Shadowrun 5 Errata
Post by: Reaver on (16:05:20/03-09-17)
Its true Finstersang, the number of 'Quality' posters has dropped off in the last 2 years or so....

So has the number of posters with quality knowledge to share....

And the number of freelancers who share their time and efforts with us....

But Whiners and Trolls abound! Of my blocked list of 20+ names, 15 or so have been added in those same 2 years.
Amazing that.... 6 years of the forums, and in 4 years I blocked 6 people. Now in 24 months I have blocked 16 more....... So either my skin has gotten thinner, my patience shorter, or the quality of posters has diminished.....


But, this place is what we make it to be....

(And it seems like more then a few want it to be a daycare!)
Title: Re: Shadowrun 5 Errata
Post by: EiraHaexa on (16:49:59/03-09-17)
Chalk you up as "whiny waste of skin" along with 20 other people that were/are on the forums....

And that´s the point where I realized that my hopes and wishes for this this franchise to somehow recover were all in vain...
Are you sure that there are even that many people left in this forum?

(The poster you are replying to is still a whiny brat, though...)

Don't start feeling hopeless. Reaper mini's Warlord's game has been going strong for DECADES, they their forums are even more sparse than ours. I know this because my dad freelances for them.

There is always hope so long as there's one fool left willing to fight for it. If I am to be that fool, then so be it!
Title: Re: Shadowrun 5 Errata
Post by: Quatar on (08:50:09/03-14-17)
Page 266 of the CRB, under VR and Rigging states:

Quote
If  you’re  using
hot-sim,  you  get  +3D6  (4D6  total)  Initiative  dice,  and
a +1 dice pool bonus that applies to all Matrix test
(in-
cluding Vehicle actions), but all biofeedback damage is
Physical damage.

This +1 is in direct contradiction to the Hot-sim section of the Matrix chapter, where it's +2. p. 230:

Quote
When  you  are  in  hot-sim  VR  mode,  you  use  your
Data Processing + Intuition as your Initiative and you get
+4D6 Initiative Dice (remember that any enhancements
or bonuses cannot take you past the maximum of 5D6
Initiative Dice). You receive a +2 dice pool bonus to all
Matrix  actions,
  and  you  take  biofeedback  damage  as
Physical damage.
Title: Re: Shadowrun 5 Errata
Post by: Patrick Goodman on (17:00:24/03-14-17)
I feel that the bar has been set so fucking low that it is possible for people who have become so utterly fucked up in the head that they accept pieces of shit like SR5 and related books as an actual real RPG.  The fact that Trump was elected president supports my hypothesis.  This world will fall to incompetency within 50 years.  The 2006 movie Idiocracy played down the level of stupid that is to come so that people would find it believable.
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Title: Re: Shadowrun 5 Errata
Post by: manchuwook on (16:21:52/03-20-17)
So - per a Reddit Post  ( https://www.reddit.com/r/Shadowrun/comments/60i3rp/diffusion_of_data_processing_vs_matrix_perception/ ) I got a straw to grasp for Diffusion of [Matrix Attribute].  An IC starts with its own Matrix Condition and Initiative, can it also have it's ASDF damaged as well?  Meaning, can I hit its Data Processing attribute for when it does Matrix Perception tests?  Does it always unequivocally use the host Attack Value, even if I have to go through the effort of putting separate marks on it, damage it separately, data spike it individually, etc. etc. etc.?
Title: Re: Shadowrun 5 Errata
Post by: marfish on (08:54:56/03-28-17)
Quote from: http://www.shadowrun.com/forums/discussion/31271/arcana
Under the Skills section: Arcana governs the creation of magical formulae used to create spells, foci, and all other manner of magical manipulations. Arcana is required to understand formulae that may be purchased over the counter or discovered by other means.

Yet, under the 'Learning Spells' section (p. 299), no mention of having to make any sort of Arcana test is mentioned. You buy the spell and learn it using either Spellcasting, Ritual Spellcasting or Alchemy.
 

This seems to be an age-old issues, but I can't find any official response to it.

Is that true that a character need to have Arcana in order to understand the formulae they purchased?
Title: Re: Shadowrun 5 Errata
Post by: Kiirnodel on (14:16:14/03-28-17)
Quote from: http://www.shadowrun.com/forums/discussion/31271/arcana
Under the Skills section: Arcana governs the creation of magical formulae used to create spells, foci, and all other manner of magical manipulations. Arcana is required to understand formulae that may be purchased over the counter or discovered by other means.

Yet, under the 'Learning Spells' section (p. 299), no mention of having to make any sort of Arcana test is mentioned. You buy the spell and learn it using either Spellcasting, Ritual Spellcasting or Alchemy.
 

This seems to be an age-old issues, but I can't find any official response to it.

Is that true that a character need to have Arcana in order to understand the formulae they purchased?


My understanding is that you don't need Arcana to learn spells, there isn't an error in the Learning spells. The part in skills about Arcana being "necessary to understand formulae" is just a different context for the term understand. If you have a strange formula and want to identify it, you would need Arcana. Without it (presumably) a talismonger could rip you off by selling you a wrong formula. But that doesn't mean you need Arcana to learn the spell from it.

Let me use an analogy. Automotive Mechanic is necessary to understand how a car works, but that doesn't mean you need it to be able to drive.
Title: Re: Shadowrun 5 Errata
Post by: manchuwook on (16:06:50/03-28-17)
Quote from: http://www.shadowrun.com/forums/discussion/31271/arcana
Under the Skills section: Arcana governs the creation of magical formulae used to create spells, foci, and all other manner of magical manipulations. Arcana is required to understand formulae that may be purchased over the counter or discovered by other means.

Yet, under the 'Learning Spells' section (p. 299), no mention of having to make any sort of Arcana test is mentioned. You buy the spell and learn it using either Spellcasting, Ritual Spellcasting or Alchemy.
 

This seems to be an age-old issues, but I can't find any official response to it.

Is that true that a character need to have Arcana in order to understand the formulae they purchased?


My understanding is that you don't need Arcana to learn spells, there isn't an error in the Learning spells. The part in skills about Arcana being "necessary to understand formulae" is just a different context for the term understand. If you have a strange formula and want to identify it, you would need Arcana. Without it (presumably) a talismonger could rip you off by selling you a wrong formula. But that doesn't mean you need Arcana to learn the spell from it.

Let me use an analogy. Automotive Mechanic is necessary to understand how a car works, but that doesn't mean you need it to be able to drive.

My confusion is why Arcana needs to be an active skill instead of a knowledge skill.  Are you able to make a spell cooler or create a new one from scratch using Arcana?  If you can, are there rules for that?
Title: Re: Shadowrun 5 Errata
Post by: Kiirnodel on (16:48:57/03-28-17)
My confusion is why Arcana needs to be an active skill instead of a knowledge skill.  Are you able to make a spell cooler or create a new one from scratch using Arcana?  If you can, are there rules for that?

Conceptually, yes. Although the rules for creating spells from scratch don't currently exist. In previous editions they have often at some point released a set of rules for creation your own spells. Arcana is an active skill because it can be used to create formula, there are rules for writing your own focus formula, for example on page 306 when it talks about selecting the focus formula for artificing. I imagine there will eventually be rules for creating your own spell formula when they release rules for researching your own unique spells. It is also actively used for several other purposes, including noticing Preparations, initiation, creating the spirit formula for Ally Spirits, and so forth.
Title: Re: Shadowrun 5 Errata
Post by: Shamie on (18:49:05/03-28-17)
Hello, i dont know if this has been post before but on page 133 of the corebook on the skill specializations of Freefall, there is the "Break fall" specialization. However there isnt any roll to break a fall in SR5. And the roll to resist falling damage is body + armor making break fall a specialization that doesnt apply to anything.

English is not my native language so what i mean be breaking fall is for example jumping from a 2 floor and using the environment to reduce the fall.
Title: Re: Shadowrun 5 Errata
Post by: marfish on (22:52:06/03-28-17)
Quote from: http://www.shadowrun.com/forums/discussion/31271/arcana
Under the Skills section: Arcana governs the creation of magical formulae used to create spells, foci, and all other manner of magical manipulations. Arcana is required to understand formulae that may be purchased over the counter or discovered by other means.

Yet, under the 'Learning Spells' section (p. 299), no mention of having to make any sort of Arcana test is mentioned. You buy the spell and learn it using either Spellcasting, Ritual Spellcasting or Alchemy.
 

This seems to be an age-old issues, but I can't find any official response to it.

Is that true that a character need to have Arcana in order to understand the formulae they purchased?


My understanding is that you don't need Arcana to learn spells, there isn't an error in the Learning spells. The part in skills about Arcana being "necessary to understand formulae" is just a different context for the term understand. If you have a strange formula and want to identify it, you would need Arcana. Without it (presumably) a talismonger could rip you off by selling you a wrong formula. But that doesn't mean you need Arcana to learn the spell from it.

Let me use an analogy. Automotive Mechanic is necessary to understand how a car works, but that doesn't mean you need it to be able to drive.

Thanks a lot. That make sense.


Hello, i dont know if this has been post before but on page 133 of the corebook on the skill specializations of Freefall, there is the "Break fall" specialization. However there isnt any roll to break a fall in SR5. And the roll to resist falling damage is body + armor making break fall a specialization that doesnt apply to anything.

English is not my native language so what i mean be breaking fall is for example jumping from a 2 floor and using the environment to reduce the fall.

similarly, madicine has an specialization as "magical healing". I also find it really confusing. Is it means that if PC claimed that they somehow channel mana into the medicinal process, they would get the bonus? If true, that would be way too convenient.
Title: Re: Shadowrun 5 Errata
Post by: Kiirnodel on (23:08:55/03-28-17)
Hello, i dont know if this has been post before but on page 133 of the corebook on the skill specializations of Freefall, there is the "Break fall" specialization. However there isnt any roll to break a fall in SR5. And the roll to resist falling damage is body + armor making break fall a specialization that doesnt apply to anything.

English is not my native language so what i mean be breaking fall is for example jumping from a 2 floor and using the environment to reduce the fall.
You are absolutely correct, the Free-Fall skill doesn't seemingly aid Falling as things are currently written. In fact, there aren't that many written uses for the Free-Fall skill at all; mostly just rappelling.

The Falling Damage section does mention that the GM is free to modify damage based on environment, so I could easily see allowing a Free-Fall test for a character to "stick the landing better" in the previous edition, Gymnastics (just the skill rating) was added to the damage resistance test against Falling damage. Before looking it up, I would have suggested using Free-Fall as a sort of Teamwork Test (the hits from a Free-Fall test add bonus dice on the damage resistance).

There are several different options, but you didn't miss something.


similarly, madicine has an specialization as "magical healing". I also find it really confusing. Is it means that if PC claimed that they somehow channel mana into the medicinal process, they would get the bonus? If true, that would be way too convenient.

That one is a slight mis-read. The specialization is Magical Health, not Healing. So it would (conceptually) apply if the medical trauma you are making a test on is magical in nature.
Title: Re: Shadowrun 5 Errata
Post by: marfish on (23:38:38/03-28-17)
Hello, i dont know if this has been post before but on page 133 of the corebook on the skill specializations of Freefall, there is the "Break fall" specialization. However there isnt any roll to break a fall in SR5. And the roll to resist falling damage is body + armor making break fall a specialization that doesnt apply to anything.

English is not my native language so what i mean be breaking fall is for example jumping from a 2 floor and using the environment to reduce the fall.
You are absolutely correct, the Free-Fall skill doesn't seemingly aid Falling as things are currently written. In fact, there aren't that many written uses for the Free-Fall skill at all; mostly just rappelling.

The Falling Damage section does mention that the GM is free to modify damage based on environment, so I could easily see allowing a Free-Fall test for a character to "stick the landing better" in the previous edition, Gymnastics (just the skill rating) was added to the damage resistance test against Falling damage. Before looking it up, I would have suggested using Free-Fall as a sort of Teamwork Test (the hits from a Free-Fall test add bonus dice on the damage resistance).

There are several different options, but you didn't miss something.


similarly, madicine has an specialization as "magical healing". I also find it really confusing. Is it means that if PC claimed that they somehow channel mana into the medicinal process, they would get the bonus? If true, that would be way too convenient.

That one is a slight mis-read. The specialization is Magical Health, not Healing. So it would (conceptually) apply if the medical trauma you are making a test on is magical in nature.

thinks for the clarify
Title: Re: Shadowrun 5 Errata
Post by: Redwulfe on (16:53:30/04-10-17)
It seems that the Errata Document I have is dated 2/9/2014, is there a more current one or is a more current one coming soon?

Also Has the PDF's ever been updated with the errata document?

Thanks,
Red
Title: Re: Shadowrun 5 Errata
Post by: on (19:30:08/04-10-17)
(http://68.media.tumblr.com/1a9dfc56c46cc3da34887fa1bdb667b7/tumblr_inline_nrjeqhPZAM1qfdv2d_250.jpg)
Title: Re: Shadowrun 5 Errata
Post by: Chummer 5 is Alive on (00:54:44/04-20-17)
The Spirit Bane and Spirit Affinity qualities state that they're limited to 'magic users'; is this supposed to refer to Adepts as well as Magicians? Can Awakened characters like Ghouls and Pixies take the qualities without also being an Adept or Magician?
Title: Re: Shadowrun 5 Errata
Post by: GMFunkytown on (13:44:57/05-12-17)
I was told that the topic of Indirect Area Combat Spells has been discussed on the errata thread in the past, but I can't seem to find it anywhere. So I'm going to have to ask for a clarification here:

There seems to be some contradiction and confusion about whether or not targets affected by an Indirect Area Combat Spell are supposed to be allowed a defense test. Some claim that it is to be treated like other AoE attacks (e.g. grenades), and so targets in the area should NOT get a defense test. Others state that wording in the rules, and examples in the book (particularly the example on page 283 of core) indicate that targets DO get to defend, especially considering there is so much mention of "net hits" staging up the damage value. Some people also argue that if there is no opposed test on area indirect combat spells, then how do you use counterspelling to defend against them?

So, has there been clarification? The simple question is this: Do targets affected by Area Indirect Combat Spells get a defense test?
Title: Re: Shadowrun 5 Errata
Post by: on (15:07:43/05-12-17)
Perhaps you'd use whatever Counterspelling dice you might have to "defend" and result in net hits?
Title: Re: Shadowrun 5 Errata
Post by: Agonar on (00:13:42/05-18-17)
Page 190, Targeted by an Area-Effect Attack
TARGETED BY AN
AREA-EFFECT ATTACK
Dodging explosions is not as easy as it seems in the
movies. Apply a –2 modifier when trying to defend
against weapons like spells, grenades, rockets, or missiles
with a blast or area effect.

This was brought up several times in the past, and Aaron (former errata guy at sr5 release?) clarified it in this post
http://forums.shadowruntabletop.com/index.php?topic=11514.msg238426#msg238426


So - did we ever get any clarification from Gen Con... Did players get to take a defense test [of some sort] against grenades and indirect LOS (A) spells?

Yes we did: there's no defense test against grenades, indirect LOS (A) spells, and other "zones of damage." The defense against these attacks is to take precautions against them. This is really really really true, and been confirmed by multiple sources inside the company. So unless there's been a meeting somewhere to which I wasn't privy, you really really honestly and truly don't get to make a defense test against grenades or indirect LOS (A) spells.

but it doesn't seem to have ever been made official, other than the statement made in this post..  any updates?
Title: Re: Shadowrun 5 Errata
Post by: Novocrane on (03:31:13/05-18-17)
Explosives with an internal motion sensor trigger use a standard attack roll (and defence roll). Thus, there are situations in which you can roll defence against grenades, rockets, missiles with a blast area, and there are certainly spells that offer a defence roll.
Title: Re: Shadowrun 5 Errata
Post by: Chummer 5 is Alive on (01:29:39/05-20-17)
Skilljacks were listed in Chrome Flesh to cost Rating * 10,000¥, but the SR5 reprint still lists them as Rating * 20,000¥. Which is correct?
Title: Re: Shadowrun 5 Errata
Post by: UnLimiTeD on (13:31:11/05-24-17)
I've pondered a while if this would qualify as 'actual' Errata, but given that what's in this thread might eventually be in the book:
Page 283 lists:
Quote
So you don’t really need to be able to see the target—you can
cast these spells blindfolded or with artificial image enhancement—
as long as you’ve got a clear line of fire.
which people have used to argue that firing them through goggles or the like would result in blindfire penalties. I personally think that's ridiculous, but could the sentence maybe be changed to something like 'visibility modifiers like weapon attacks' or something?
Title: Re: Shadowrun 5 Errata
Post by: Chummer 5 is Alive on (11:09:44/06-12-17)
Adept Powers are limited to the maximum levels of the power or your MAG value, whichever is lower. How does this interact with free levels granted by Mentor Spirits and Qi Foci? Does a Power Focus affect it?
Title: Re: Shadowrun 5 Errata
Post by: Iron Serpent Prince on (13:22:33/06-24-17)
First Aid:

Along with it not being entirely clear if the medkit rating adds to the maximum number of boxes healed per test (here (http://forums.shadowruntabletop.com/index.php?topic=11363.msg219496#msg219496), here (http://forums.shadowruntabletop.com/index.php?topic=19126.0), and here (http://forums.shadowruntabletop.com/index.php?topic=13706.0)), the Core rule book isn't very clear on how to handle the rolls.

On page 205 it says that First Aid can be used to heal Stun or Physical.  Okay.  Page 206 says that First Aid can only be used on a set of wounds once.  Okay. 

Q:  What if you are using First Aid on someone with both Physical and Stun damage?  Are you permitted a roll for each condition monitor?  If you are only allowed one roll, can you at least divide the hits as you see fit between them?

Page 205 also says that healing someone in full body armor reduces the effect in half.  Alright.

Q:  Does that include treating Stun damage?  If so, should that also be applied to using a Stim Patch on someone in full body armor?

(EDITed: to slip in a missing word.)
Title: Re: Shadowrun 5 Errata
Post by: Iron Serpent Prince on (13:57:03/06-24-17)
Languages:

Languages are something of a mess.  I get it, 5e tried to streamline the language rules from prior editions.  It doesn't help that all the games I have played pretty much reduced language rules to the binary "you understand / don't understand what is said" with nothing else.

But the new rules also open up a bunch of holes.

Q:  Can you take a specialization in a Native language?  Example:  As a Native English Speaker, can I specialize in City Speak?  What happens then - am I considered a Native City Speak speaker / reader?

Q:  What if I am a Native Japanese speaker - can I specialize in Creole?  (Thus making me a Native level Creole speaker / reader.)

Jargon transcends language, and doesn't fit well within a language specialization.  Example:  Military Jargon.  JAFO, NATO, SNAFU, FUBAR, etc. aren't exactly limited to language, nor automatically understood by someone who speaks that same base language.

Unfortunately, my best suggestions are not any less complicated.

But I would suggest releasing a downloadable PDF of the the previous editions Language Family charts.

The simplest suggestion I have is to (along with the Family Chart) just make languages a proficiency, rather than a full fledged skill.  Something like:
Unskilled
Practitioner
Fluency
Proficiency level 0     
Proficiency level 1     
Proficiency level 2     
No test possible
Social Skill Limit is 1/2 Social Limit (round down)
Social Skill Limit is the full Social Limit

Characters would get one free Fluency at character creation, and a second one with the Bi-Lingual Quality.
Proficiency levels would cost (off the top of my head) 7 Karma, and 1 month training each.

You can use another language proficiency if it falls within the same family, but your Limit is reduced by half (round down) again.  So a Practitioner using a different language in the same family would have a Limit of 1/4 Social Limit round down.

Linguasofts would then have to change as well, I would suggesting making them a single rating item and price them as if they were Rating 6.

((EDITed to clean up word usage))
Title: Re: Shadowrun 5 Errata
Post by: Iron Serpent Prince on (15:42:42/06-25-17)
PANs, Masters and Slaves:

Q:  Can a PAN Master be slaved to another PAN Master device?

Putting aside the real world example of daisy chaining routers (and leaving out if it is a good idea or not), this issue is still not clear.  (See here (http://forums.shadowruntabletop.com/index.php?topic=25839.0), here (http://forums.shadowruntabletop.com/index.php?topic=25839.0), here (http://forums.shadowruntabletop.com/index.php?topic=22479.0), here (http://forums.shadowruntabletop.com/index.php?topic=19709.0), and here (http://forums.shadowruntabletop.com/index.php?topic=12089.0))

Not being able to is pretty much difficult for difficulties sake.  I think we can all agree that for the most part, a Cyberdeck is the best item for a Master, not only for a good Firewall, but the ease of increasing attributes through Common Cyber Programs.
The best Cyberdeck at character creation (baring Restricted Gear Positive Quality) is a Device Rating 4 meaning 12 devices slaved.
If we use a small runner team of only 4 members, with the assumption they are trying to be a professional team (rather than a rag-tag street group), that leaves only 4 devices per team member.
That is 1) Comm - not necessarily commlink, could be micro transceiver;  2) Helmet RIG gear; and 3) Armor RIG gear..
You wanted your Datajack too?  Tough.  A drone?  So sorry.  Additional Cyberware?  Too bad.
You barely have enough to cover basic team comms, and only for a small team.

This can't be the intention.

For simple functionality, you need to be able to slave your PAN Master to your teams PAN Master.

((EDITed to fix a math mistake))
Title: Re: Shadowrun 5 Errata
Post by: odd on (22:42:24/06-25-17)
Looks like you'd be a good add to the errata team ;)
Title: Re: Shadowrun 5 Errata
Post by: Novocrane on (23:55:41/07-14-17)
Quote
For simple functionality, you need to be able to slave your PAN Master to your teams PAN Master.
I think it's clear that some people interpret it as not possible. But. If you do consider it possible, then the rules as they exist currently make it a terrible choice that only benefits the hacker targeting your gear.
Title: Re: Shadowrun 5 Errata
Post by: Jack_Spade on (07:04:23/07-15-17)
Actually, slaving gear to cyberdecks is a terrible idea in general. High rating comlinks are cheaper have higher device rating and can be modded through hard wired program carriers to load cyberprograms. Add a nice sleaze dongle for even more utility.
Your cyberdeck should have no slaves that can be targeted with a fork program and so allow a hacker to quickly gain several MARKs on you.
Title: Re: Shadowrun 5 Errata
Post by: ShadowcatX on (08:59:50/07-25-17)
Has the run faster errata for shapeshifter to get vulnerability (silver), regeneration, etc. come out of provisional status yet?
Title: Re: Shadowrun 5 Errata
Post by: Jack_Spade on (09:10:30/07-25-17)
No, that change was rejected.
Title: Re: Shadowrun 5 Errata
Post by: Sphinx on (11:54:07/07-25-17)
No, that change was rejected.

Technically, it's still Provisional:
http://forums.shadowruntabletop.com/index.php?topic=24596.msg464878#msg464878
Title: Re: Shadowrun 5 Errata
Post by: Chummer 5 is Alive on (19:23:38/07-25-17)
Which just means that it's a house rule. It's not official, and it's not going to be official unless higher-ups change their mind.
Title: Re: Shadowrun 5 Errata
Post by: Novocrane on (03:29:10/07-26-17)
Yup.

Some of the shifter errata was not given final approval. I was overruled; the line developer has that option. It's still listed as "Provisional" in the forum post, and will remain so, but ultimately it wasn't my call.

"Provisional" is equivalent to "I think it should be like this, but it ain't."