Author Topic: [SR5] House Rules  (Read 66772 times)

SavarWallk

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Re: [SR5] House Rules
« Reply #15 on: (23:17:06/09-10-13) »
Working on a concept of Resonance items for Technomancers.

these Items require Karma to make them a peripheral of the Technomancer.

they would require a Technomancer to make.  Maybe requiring a trip to a Deep Resonance Zone while making the item?

maybe a device that would allow a Technomancer to have a PAN, would that device need a rating ? or would the Rating of his Living Persona be used ?

a Device to reduce Noise.  Having a rating ?

a device to allow a Technomancer to use a universal jack port.  (to access a wired only system)

To use these devices one would need a Complex Form.
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JackVII

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Re: [SR5] House Rules
« Reply #16 on: (10:25:05/09-11-13) »
Cyberlimb Houserules
Like (apparently) a lot of people, I'm not particularly fond of the suggested ruling concerning cyberlimb customization and enhancements. I find it creates a strange world where one of the most effective chargen cyber-augmented street samurai started life as a clumsy invalid with ware allowing you to dump STR & AGI and prioritize other chargen concerns higher. In an attempt to streamline the rules and reduce a bit of the exploitation, I came up with the following:

Cyberskulls/Cybertorsos:
- Do not have STR/AGI scores and are not factored into calculations for those attributes.
- May still have armor upgrades and capacity can be used to install appropriate cyberware.

Cyberlimbs:
- Cyberlimb Customization: Using advanced medical sensors, cyberlimbs adjust to the overall bone strength, musculature, and flexibility of the body in which they are installed as both a safety feature as well as reducing the dissonance between what the mind knows the body is capable of and the capabilities of the cyberlimb. Instead of coming stock with STR (3)/AGI (3), cyberlimbs auto-adjust to the STR and AGI scores of the body in which they are implanted. These values adjust as the body improves or degrades. Any improvements over the natural maximum for that character are capped at +4.
- Cyberlimb Enhancement: Using advanced software and interface technology, a cyberlimb can be made to perform in excess of the capabilites of the body into which it is installed. No change from current rules, Rating 1-3 improvements.

So what would these changes mean in game terms? It means that the 1 STR/1 AGI guy is still only going to have 1 STR/1AGI when he gets out of surgery unless he opted for enhancements (then he could be at 4 STR/4 AGI). On the plus side, if he decided to spend some karma to upgrade his STR or AGI later, his cyberlimb would adapt and increase as well. It also means that the troll that gets a cyberarm wouldn't have to pay 10,000 nuyen extra just to customize his arm to the lowest possible STR score he could otherwise have. It would adapt to his frame and musculature and start out at 8 or 9 or whatever his STR may be.

Buy why get cyberalimbs? Well, they do allow 1-3 points worth of enhancement over anything a mundane could do. They can also be outfit with armor and give you an extra box on your condition monitor. Then there are the other accessories (gyromounts, implant weapons, smuggling compartments, etc). There are still a variety of reasons why you would go with them without being exploitive.
« Last Edit: (12:03:09/09-11-13) by JackVII »
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ZeConster

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Re: [SR5] House Rules
« Reply #17 on: (12:33:08/09-11-13) »
- Cyberlimb Customization: Using advanced sensors, cyberlimbs adjust to the overall bone strength, musculature, and flexibility of the body in which they are installed as both a safety feature as well as reducing the dissonance between what the mind knows the body is capable of and the capabilities of the cyberlimb. Instead of coming stock with STR (3)/AGI (3), cyberlimbs auto-adjust to the non-augmented STR and AGI scores of the body in which they are implanted. These values adjust as the body improves or degrades, but are not compatible with permanent augmentations separate from the cyberlimb.
While this makes sense from a game balance perspective (although I personally don't like the idea that cyberlimbs are basically capped at +3 when the standard augmentation bonus cap is +4), it doesn't seem to make a lot of sense for a cyberlimb, which I think doesn't have any organic material in it, to simply match your natural attributes without any extra effort being put into it. And considering how expensive they made Customization compared to 4th Edition, simply scrapping it seems a bit weird.

Personally, if you're going to restrict cyberlimbs, I would prefer using one of these three houserules, combined with an "if you take Exceptional Attribute, you must softcap or hardcap that attribute" houserule (and keeping the "no customizing beyond natural maximum" rule, of course):
  • The effective Agi/Str rating of a cyberlimb is limited to your natural attribute rating x3: if it is higher, this caps it.
    This makes the highest effective cyberlimb Str/Agi you can obtain, depending on your natural attribute value:
    • 1 → 3
    • 2 → 6
    • 3 → 9 (8 for Agi for Trolls)
    • 4 → 12 (10 for Agi for Elves; 11 for Str for Dwarfs/Orks)
    • 5+ → 14 (13 for Str for Trolls; 14 for Str for Trolls with Exceptional Attribute)
  • The effective Agi/Str rating of a cyberlimb (not counting Enhancements) is limited to your natural attribute rating x1.5 (rounded up): if it is higher, this caps it.
    This makes the highest effective cyberlimb Str/Agi you can obtain, depending on your natural attribute value (putitng the post-Cyberlimb Enhancements maximum value inbetween parentheses):
    Agility:
    • Human/Dwarf/Ork: 1 → 2(5), 2 → 4(7), 3 → 5(8), 4+ → 6(9) (6/7 → 7(10) with Exceptional Attribute)
    • Troll: 1 → 2(5), 2 → 4(6), 3+ → 5(8) (5/6 → 6(9) with Exceptional Attribute)
    • Elf: 2 → 3(6), 3 → 5(8), 4 → 6(9), 5+ → 7(10) (7/8 → 8(11) with Exceptional Attribute)
    Strength:
    • Human/Elf: 1 → 2(5), 2 → 4(7), 3 → 5(8), 4+ → 6(9) (6/7 → 7(10) with Exceptional Attribute)
    • Dwarf/Ork: 3 → 5(8), 4 → 6(9), 5+ → 8(11) (8/9 → 9(12) with Exceptional Attribute)
    • Troll: 5 → 8(11), 6 → 9(12), 7+ → 10(13) (10/11 → 11(14) with Exceptional Attribute)
  • Cyberlimbs differ depending on the metatype they're meant for. Counting your racial minimum as 1, the effective Agi/Str of a cyberlimb  is limited to your natural attribute rating x3: if it is higher, this caps it.
    This makes the highest effective cyberlimb Str/Agi you can obtain, depending on your natural attribute value:
    Agility:
    • Human/Dwarf/Ork: 1 → 3, 2 → 6, 3+ → 9 (6/7 → 10 with Exceptional Attribute)
    • Troll: 1 → 3, 2 → 6, 3+ → 8 (5/6 → 9 with Exceptional Attribute)
    • Elf: 2 → 4, 3 → 7, 4+ → 10 (7/8 → 11 with Exceptional Attribute)
    Strength:
    • Human/Elf: 1 → 3, 2 → 6, 3+ → 9 (6/7 → 10 with Exceptional Attribute)
    • Dwarf/Ork: 3 → 5, 4 → 8, 5+ → 11 (8/9 → 12 with Exceptional Attribute)
    • Troll: 5 → 7, 6 → 10, 7+ → 13 (10/11 → 14 with Exceptional Attribute)
    Furthermore, basic cyberlimbs are as follows:
    MetatypeBase Strength/AgilityAvailabilityExtra cost
    Human3/340
    Elf3/44+5,000
    Dwarf/Ork5/35+10,000
    Troll7/36+20,000
The first option only seriously limits characters with low Agi, and Humans/Elves with low Str: Dwarfs/Orks can still max their maximum cyberlimb Str by putting a single Attribute point into Strength, while Trolls are okay at the racial minimum. This puts the highest cyberlimb bonus at +6 (+7 for Str for Dwarfs/Orks, +8 for Str for Trolls).

The second option allows for less minmaxing by metatypes with a higher base Strength (Humans/Elfs need 4+ natural to max, Dwarfs/Orks need 6+ natural to max, Trolls need 7+ natural to max). This puts the highest cyberlimb bonus at +5 (+6 for Str for Dwarfs/Orks/Trolls).

The third option requires all metatypes to put at least 2 Attributes points into the attribute if they want to max out the cyberlimb, putting the highest cyberlimb bonus at +6 regardless of metatype. It also allows all metatypes to start game with maxed out cyberlimbs (even if they have Exceptional Attribute, in which case the highest bonus for the Exceptional attribute is +4 if they softcap it), although at the same nuyen cost that Customization would normally cost.

All three options prevent the "1(9)" builds that people dislike (although the first one doesn't prevent a "5(13)" build for Trolls), while still allowing cyberlimbs to give a bigger bonus than the +4 these-affect-your-entire-body augmentation bonus cap, which I feel is part of the charm of cyberlimbs. Plus they all allow you to buy your cyberlimbs maxed out and wait until your natural stats "fill in" a bit more before you can take full advantage of them.

Neojudas

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Re: [SR5] House Rules
« Reply #18 on: (01:34:05/09-14-13) »
Wow, interesting way to post house rules.  The bulk of ours here are going onto the groups Wiki section of the website, but maybe we will bounce a few things in here.

One question for all the "House Rulers" whom have posted so far... When do you realize you have house ruled yourself entirely out of the core system?  I'm asking this because while we have always had extensive House Rules, the vast majority of those were expansions to the rules and not ever intended as full on rule replacement except in certain areas (training times and skill caps for example).
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All4BigGuns

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Re: [SR5] House Rules
« Reply #19 on: (01:57:51/09-14-13) »
Cyberlimb Houserules
Like (apparently) a lot of people, I'm not particularly fond of the suggested ruling concerning cyberlimb customization and enhancements. I find it creates a strange world where one of the most effective chargen cyber-augmented street samurai started life as a clumsy invalid with ware allowing you to dump STR & AGI and prioritize other chargen concerns higher. In an attempt to streamline the rules and reduce a bit of the exploitation, I came up with the following:

Cyberskulls/Cybertorsos:
- Do not have STR/AGI scores and are not factored into calculations for those attributes.
- May still have armor upgrades and capacity can be used to install appropriate cyberware.

Cyberlimbs:
- Cyberlimb Customization: Using advanced medical sensors, cyberlimbs adjust to the overall bone strength, musculature, and flexibility of the body in which they are installed as both a safety feature as well as reducing the dissonance between what the mind knows the body is capable of and the capabilities of the cyberlimb. Instead of coming stock with STR (3)/AGI (3), cyberlimbs auto-adjust to the STR and AGI scores of the body in which they are implanted. These values adjust as the body improves or degrades. Any improvements over the natural maximum for that character are capped at +4.
- Cyberlimb Enhancement: Using advanced software and interface technology, a cyberlimb can be made to perform in excess of the capabilites of the body into which it is installed. No change from current rules, Rating 1-3 improvements.

So what would these changes mean in game terms? It means that the 1 STR/1 AGI guy is still only going to have 1 STR/1AGI when he gets out of surgery unless he opted for enhancements (then he could be at 4 STR/4 AGI). On the plus side, if he decided to spend some karma to upgrade his STR or AGI later, his cyberlimb would adapt and increase as well. It also means that the troll that gets a cyberarm wouldn't have to pay 10,000 nuyen extra just to customize his arm to the lowest possible STR score he could otherwise have. It would adapt to his frame and musculature and start out at 8 or 9 or whatever his STR may be.

Buy why get cyberalimbs? Well, they do allow 1-3 points worth of enhancement over anything a mundane could do. They can also be outfit with armor and give you an extra box on your condition monitor. Then there are the other accessories (gyromounts, implant weapons, smuggling compartments, etc). There are still a variety of reasons why you would go with them without being exploitive.

I think cyber limbs would be where they should be if they just said that a limb attribute was always equal to the natural attribute of the user, but to prevent exploiting the metatypes for this, require that for every point above or below the baseline (let's just stay with 3 here since that's average human), one must spend 5,000 per point of difference per attribute additional for the limb.
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

FasterN8

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Re: [SR5] House Rules
« Reply #20 on: (13:39:40/09-18-13) »
One question for all the "House Rulers" whom have posted so far... When do you realize you have house ruled yourself entirely out of the core system? 

Why does it matter, as long as the players and GM agree on the rules and everyone is having fun?

Xenon

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Re: [SR5] House Rules
« Reply #21 on: (07:22:26/09-19-13) »
I think cyber limbs would be where they should be if they just said that a limb attribute was always equal to the natural attribute of the user, but to prevent exploiting the metatypes for this, require that for every point above or below the baseline (let's just stay with 3 here since that's average human), one must spend 5,000 per point of difference per attribute additional for the limb.
+1

Noble Drake

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Re: [SR5] House Rules
« Reply #22 on: (10:02:39/09-19-13) »
Here is my one, and probably only, house-rule:

When attacking with anything subject to scatter rules, roll the scatter distance before the attack roll, and reduce that distance by 2 or 4 meters per hit depending on the type of attack being used.

Standard grenades scatter 1d6 meters, and this is reduced by 2 meters per hit
Aerodynamic grenades scatter 2d6 meters, and this is reduced by 4 meters per hit
Launched grenades scatter 3d6 meters, and this is reduced by 2 meters per hit (4 meters per hit if an airburst link is used)
Rockets scatter 3d6 meters, and this is reduced by 2 meters per hit
Missiles scatter 3d6 meters, and this is reduced by 4 meters per hit

The last two have had their scatter distance reduced back to SR3 distances because I just don't get how a rocket or missile could be less accurate than a launched grenade.

This results in no effective change where thrown grenades are concerned, but makes it so that the accuracy of launcher type weapons actually matters for something.

Rotor

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Re: [SR5] House Rules
« Reply #23 on: (17:15:36/09-21-13) »
One of my players love the tehnomancer "concept" but we find the fading unplayable. We'll probably try this and if you think that it's overpowered or unplayable please say so!
FADING:
After
Quote
Technomancers are powerful, but not inexhaustible. Resonance
abilities strain the user, even to the point of collapse
if they’re used too much. Technomancers call this
drain Fading. Fading is resisted with Resonance + Willpower
replace all the following text up to "for compiling, etc" with :
[spoiler]Whenever a technomancer threads a complex form
or summons a sprite, they must resist Fading damage
from the mental exertion of shaping the Resonance according
to their will. The amount of Fading damage is indicated
by the complex form, although can never be less
than 2 DV (before the resistance test).
A technomancer has one more condition monitor than the other characters : the noise monitor.
This monitor has (resonance * 1.5) boxes (rounded up)
Each point of Fading damage fills a box of the noise monitor. Each 3 filled noise boxes adds 1 point of noise (p230) to all subsequent matrix actions of the technomancer.
Normally, noise heals only with rest like stun but, unless all the boxes are filled , the technomancer can use a complex action to clear all the noises box  in exchange for 2 stun damages.
once all noise boxes are  filled, they can't be cleared against stun and subsequent fading damage will be physical. [/spoiler]
ignore the last sentence of the paragraph.
« Last Edit: (17:20:15/09-21-13) by Rotor »

Veggiesama

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Re: [SR5] House Rules
« Reply #24 on: (21:35:12/09-21-13) »
(repost from elsewhere with edits)

We use a map but don't really like to track everyone's position down to the 1m mark, so I wish the grenade rules were less focused on scatter distance and more focused on opposed tests. I like the Suppressive Fire rules, so here's my take on how to make grenades/AOE spells work like suppressive fire (hereby dubbed "Jesus Saves and Takes Half Damage"):

1. Choose a target zone. Generally, the GM can rule how many targets are caught in the AOE, based on the weapon's blast radius.
2. Make the relevant attack test (i.e., Weapon skill + Agility). Record hits.
3. Any person in the target zone, but not behind cover or prone, at the time of detonation makes a Reaction + Edge (+Full Defense dice, if chosen) with a threshold equal to the attacker's hits.
* [OPTIONAL: Fragmentation blasts and indirect AOE spells reduce the defender's dicepool by 2, but high explosive grenades, missiles, rockets, and so on do not, due to their more penetrating and less shrapnel-based explosions.]
4. Targets may go prone as a Free action (if they still have one) or use Hit the Dirt as an Interrupt action to go prone.
5. If you're prone or behind cover at the time of detonation, you automatically succeed at the defense test.
6. Failure = Target suffers grenade's base DV. Other targets suffer a reduced DV, based on distance from the primary target or center of blast. Indirect AOE spells always deal full damage to all targets caught in the target zone.
7. Success = Target suffers grenade's base DV (adjusted by distance, if necessary) divided by 2. AP is unaffected.
* [OPTIONAL: If the character is behind flimsy or questionable cover, use the Barrier penetration rules. Roll a Structure + Armor to reduce the DV first, then allow the target to resist the remaining DV, but do not divide it by 2.]
8. Glitches and critical glitches result in hilarious and dangerous scatter, as the GM wishes.
[* OPTIONAL: Chunky salsa too rough? If a blast would bounce off the walls or ceiling of a small, enclosed space, the GM can increase the grenade's base DV by up to twice as much. Flashbang blast waves do not bounce.]

Suppressive fire usually deals no damage if you succeed at the test, hide behind cover, or go prone. Essentially, this house rule lets you use the suppressive fire rules for grenades, but instead of suffering a dice pool penalty for being caught in a suppressed zone, you always take at least half damage from a grenade. With decent armor, this half-damage can usually be soaked, but it's still capable of causing a few scratches.

It also gives a lot more control to GMs who don't want combat to devolve into count-the-radius. Grenades should be scary and worth splitting up your team, but not so scary that you can't do anything to counter or resist them.

I use Edge instead of Intuition on the defense test because dodging shrapnel is not generally something you can predict, but rather a matter of the grenade's bouncing trajectory, how the explosive material is distributed within the grenade, how good of a ditch you make when your body hits the ground, and other assorted factors that add up to something called "luck."
« Last Edit: (22:04:24/09-21-13) by Veggiesama »

Xenon

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Re: [SR5] House Rules
« Reply #25 on: (03:55:34/09-22-13) »
Or just resolve AoE attacks just like a regular ranged attack (+scatter at step 2)

p.181: Ranged combat rules also apply to bows and throwing weapons. Some special rules also apply. (such as scatter)

DADA p.173 (+ Scatter from p.181):
Declare that you throw a grenade
Resolve the Attack test with combat skill + attribute +/- modifiers [Limit]. Note number of hits. Less than 3 hits and the grenade might scatter.
Resolve the Defend test with Reaction + Intuition +/- modifiers. If the defender scores more hits than the attacker, the attack misses because the defender managed to take cover from the blast. If the attack was successful; Reduce the modified damage value with 1 for each hit scored on Body + modified armor value test.
Apply effect of remaining damage value on the target's condition monitor.



Remember to add applicable modifiers to the defense test (p.189). For example; It is easier for to avoid getting hit by the blast for targets that have have partial or good cover. All targets in the blast area also always get -2 on their defense tests because the attack is an area-effect.

The same procedure (defender take a defense test with -2) is also used to defend against indirect LOS (A) combat spells. The only addition is that LOS (A) spells have the same DV all the way out to the edge of the AoE (Indirect Combat Spells p.283) and if the magician get more than 3 hits on his test the LOS (A) spell's DV will be modified with the number of net hits (Indirect Combat Spells p.283). This exact behavior (with defenders taking a defense test to reduce the modified DV and possible avoiding the attack if they had rolled more hits than the magician) is also illustrated in the example on p.283.




Note that both Bull and Aaron have hinted that a future errata might or might not state that Ranged combat rules does not apply to grenades, that the table on p.189 and the action on p.190 are copy paste errors from an earlier draft, that the example on p.283 is wrong, table on p.477 is wrong, p.181 need clarification that defenders does not get to take a defense test and that partial or good cover does not in any way shape or form help to reduce damage taken, damage and passengers on p.205 need clarification etc..
- But until an errata is live I am not even sure I need to call it this a House Rule at all ;)

JackVII

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Re: [SR5] House Rules
« Reply #26 on: (16:26:11/09-22-13) »
I know there is a lot of arguing over boosting initiative. Here are the house rules I am considering:

Initiative Booster House Rules

Initiative Boosters: Spells. powers, cyberware, bioware, etc. that result in direct or indirect increases to physical initiative.
Classes: Narrowly defined similar groupings. Classes include cyberware, bioware, spells, adept powers, drugs, etc.
Stacking: Only initiative boosters within the same class stack. The only exception to this rule are drugs which can stack with anything.
Maximum Augmented [Attribute]: The maximum a character can augment any attribute is equal to the Racial Max [+Exceptional Attribute, if applicable]+4.
Maximum Boosted Initiative: No matter what combination of same-class initiative boosters are used, the maximum initiative a character can have = (MaxAugReaction) + (MaxAugIntuition) + 5D6.
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Michael Chandra

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Re: [SR5] House Rules
« Reply #27 on: (16:30:38/09-22-13) »
Why are you houseruling the Augmented Maximum rule? And why does Increase Reflexes not provide an additional Initiative bonus?

DigitalZombie

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Re: [SR5] House Rules
« Reply #28 on: (16:41:50/09-22-13) »
I was thinking about houseruling/clarifying the initiative stacking also.
As of right now increased initiative stacks with wired reflexes but not with improved reflexes, which is kinda odd.
Id put improved/wired and synaptic booster as essentially the same thing (except for reaction enhancers for wired)

Also remember while drugs can stack with everything, including other drugs you might OD if 2 or more drugs give the same benefit.

magic related houserules/clarifications
1. preparations with control thoughts\actions etc must either be left blank at creation and controlled by the caster after activation or be coded with general actions and working independently from the caster after activation      1. dont know RAW or RAI, but like this versatile approach
2. contact preparations work just fine with bolts and ares duelist swords (if the caster can carry the duelists 75 kilos)    2.rule of cool trumps RAW/RAI   
3. poison\shock\preparations cant be combined      3 balance trumps rule of cool
4. spirits of force 6 and greater will use edge to resist summoner      
5. spirit affinity might not use edge, spirit bane will always try to use edge to resist      
6. Aspected magicians gain astral projection   6: a dedicated summoner/enchanter trumps an aspected summoner/alchemist, that aint right
7. Aspected magicians gain 5 AM karma points at D and B, 15 at C      7. you should not loose karma by limiting yourself
7a. AM karma points can only be used on spells/rituals/preparations binding spirits/bonding foci or exchanging it for nuyen to buy foci/lodges or reagents   7a: a way to not screw aspected summoners as they cant get spells   
8. ritual minion numbers are capped by logic and not charisma      8. its more of a hermetic mage thing I think
9. all awakened characters can be used as ritual spotters, as long as they can astrally perceive, either with adept powers, innate powers or drugs      9 :think its RAW
10. Adepts can choose improved smell/taste as improved sense powers (giving a plus 2 bonus)      10: makes sense I guess
      
Drone/rigging related
1.Drones         
size            CM                        to hit penalty\sneaking bonus   Overflow
micro   4+half body                            6                               body
mini           4+half body                            4                               body +1
small   6+half body                            2                               body +2
medium   8+half body                            0                               body +3
large   8+half body                            0                               body +4
1: I find it odd that its just as easy to hit a cockroach sized drone as hitting a troll. I furthermore find it odd that a drone works at 100% capacity until it takes the last point of damage, at which point it is totally unrepairable.
         
2. Repair costs are 10% of base price divided by CM boxes. Per box repaired.      
3. All drones comes with a free rating 1 maneuver autosoft      3. as drones cant default on skills they cant move... thats silly   
4. Maneuver autosoft can always be used by the drone, even when using autosofts from RCC. It doesnt count against their limit      4. having x number of different drones active, means you have x number of program slots dedicated to move/not crash, dont like it   
5. drone vehicle sensors can be upgraded as normal sensor arrays, with the same limitations         
6. autosofts costs 500 per level   6. like errata      
7. maximum armour rating is body times 2 for flying drones larger than micro drones and body times 2 +2 for groundbased drones larger than microdrones      7. need for more armour, yet no price has been found yet, so not implemented   
         
8. Gunnery is used with agility         
9 sensor assisted gunnery is used with logic         
10. perception may be exchanged by EW  when using sensors         
11. agility is used with sneaking and other agility based skills         
12. hot sim gives a +2 bonus         
13. Implanted smartlink works if the drone also has smartlink and the weapon is a smart gun, if operated in VR.         13. like smart firing platform
14. the drone gains a plus 1 wireless bonus with smartlink, riggers can get plus 2 with implanted.         
15. maximum feedback damage is calculated on the drone\vehicles CM, with no overflow         
      
Matrix
1. diagnostic powers can give bonus to repair on just about anything. If an item\augmentation gives a dice pool bonus it can generally benefit   
1a. muscle aug\skilljack\wire\reac enh\bone lacing etc cant get the benefit.    
2.Cyberdecks and RCC cant benefit from a commlinks superior firewall rating when it is in use   
   
meat world            
1.Cyberlimbs are restricted by the +4 augment bonus, in any combination of customized/enhanced      
2.sensor arrays cant be put in eyes\ears      
3.capacity slots are filled with standard grade items, and not as the grade of the ware itself      
4.Drugs doesnt count as augmentations, stacks with cyber/bioware and magic      
5.Legal licenses costs 100 nuyen, has no level, but is part of a SIN      
6.contact lenses doesnt stack with glasses or googles (except for flare comp)      
7.no semi automatic specialisation for pistols, or wheeled for groundcraft   
8.10 point natural immunity(called drug adaption) gives a +2 addiction resist bonus and can be taken for cram(3stun) deepweed(half negative duration) jazz(half negative duration) nitro (half negative duration and 5 stun) novacoke (half negative duration, stats are halved)      
9. natural healing can be boosted with tech and magic and thereby heal fade/drain      
10. wired reflexes/synaptic booster/improved reflexes doesnt stack with each other, but stacks with increased reflexes and drugs      
11. Initiative bonus maximum is +8(without drugs and adrenalin boost, but with any combination of augmentation or spell) +5d6      
      
« Last Edit: (05:35:00/10-18-13) by DigitalZombie »

JackVII

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Re: [SR5] House Rules
« Reply #29 on: (16:47:55/09-22-13) »
Am I houseruling Augmented Max?I thought I was restating them. Then again, given that there isn't really a very clear explanation of it, who knows?

I've set it up the way I have as I feel its a much clearer and easier to make a ruling. It's still open to certain abuses (magic for instance), but there are ways to deal with that (dispelling, disenchanting, etc).
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