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[SR5] Rules Clarifications and FAQ

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Sendaz

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« Reply #1425 on: <10-05-15/1516:26> »
Combat spells typically have a Duration of Instant (I), so you can not sustain these.

Were you perhaps looking at Damage or Type in combat spells and seeing the P there, which in there cases means Physical damage and should not be confused with a P in duration, which means permanent?

Some manipulations spells that can be used offensively like Ignite and similar do have a duration of P and need to be sustained for Force number of turns to kickstart them.
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Max Mustermann

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« Reply #1426 on: <10-08-15/0252:22> »
Hi to alle,

Seems as if got their form of Sleep Regulator taken away with Sustenance only applying to the need for food/water.
Metabolic Control now allows to go longer without sleep, although I don't know in what way sleep is related to metabolism. And if you need to go without sleep, I can hardly imagine that you'd have the time to meditate to be able to go longer without sleep  :-\

i'dont understand metabolic control, particular the sentence to toxins, but i cant find some reference to toxins, how influence metabolic control toxins  ???

kind regards Max
Please remeber, i'm not a native, due to this my english will be ... not really good ;-)

Lucean

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« Reply #1427 on: <10-08-15/0658:17> »
Since Metabolic Control doesn't mention any effects on toxins for the suspension time, by RAW it also doesn't effect them. The last sentence is meaningless regarding toxins.

We can now just guess whether the mentioning of toxins is a mistake or they skipped the important part from the power of Street Magic:

Quote
The character’s metabolism is reduced by a factor equal to his Magic (therefore also delaying the effects onset of toxins, poisons, and diseases). For example, a character with Magic 5 will have his metabolism decreased by a factor of 5.

So it has to be a copy&paste-error. Since I assume they wanted to avoid the complicated part of having to divide by 6 or 7 the reference to toxins should just be deleted completely. But that is just guess-work.

Beta

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« Reply #1428 on: <10-09-15/1552:15> »
If you find a combat spell with duration marked as permanent, yes you would.  But IIRC they all have duration of instant.

"Permanent" shows up on duration most often in health spells (such as heal....maintain it for enough turns, and they are healed).

jofer234

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« Reply #1429 on: <10-18-15/1459:10> »
Can someone help me with a few questions please?
1) So, we have a decker/rigger in our group.Can he use a deck and RCC at the same time?IMO he cant have two separate personas,so,he need to reboot his persona on the deck and activate it on the RCC.I also think he lose his matrix functionality on the deck in that case
2) What exactly can i do with drones if i am not the rigger?My best guess is:
а) If i have a commlink i cant contol my drone by Control Device action,but still i can tell him what to do.He will avoid danger and do task with his appropriate skills and autosoft (if any)
b) If i have a deck,i can do all actions like with commlink but i can also control him and use my appropriate skills (if any) and drone"s autosoft for test (if any)
3) Can i notice adept magic?i know there is the test on page 280.Is it only for magical spells or adept powers included?
Probably i rolled critical glitch on Search Core Book and Google search actions,but i really cant answer to my own questions  :(
I am sorry for my bad english.Thanks to the Sixth world goverment education for that :/

korusef

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« Reply #1430 on: <10-19-15/1209:55> »
  • You can use both at the same time. Usually you will form persona on the deck (better stats) and just use the RCC as any other online device. You won't be able to jump-in, but you will be able to command your drones and share auto-softs.
  • The only thing you cannot do as non-rigger is the "Jump In" matrix action.
    • No, you can use Control Device from comlink.
    • It really doesn't matter whether you use a commlink or a deck.
  • Yes, it says any magic.

jofer234

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« Reply #1431 on: <10-19-15/1233:31> »
  • You can use both at the same time. Usually you will form persona on the deck (better stats) and just use the RCC as any other online device. You won't be able to jump-in, but you will be able to command your drones and share auto-softs.
  • The only thing you cannot do as non-rigger is the "Jump In" matrix action.
    • No, you can use Control Device from comlink.
    • It really doesn't matter whether you use a commlink or a deck.
  • Yes, it says any magic.

1)Oh..so sad.Thanks!
2) a)b) But on the page 222, there are only 5 matrix actions for typical matrix user.Or is it something like everyone can do but someone cant do control device on his commlink?
3)Thanks!

I am sorry for my bad english.Thanks to the Sixth world goverment education for that :/

Darzil

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« Reply #1432 on: <10-19-15/1246:28> »
Typically matrix users don't, but they can.

You can only use control device in this way to do normal actions the device could normally be asked to do. You'd need a commlink/deck with sleaze to make it do more exotic things, as per Control Device rules.

jofer234

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« Reply #1433 on: <10-19-15/1250:22> »
Oh..i see.Thanks everyone for help!
I am sorry for my bad english.Thanks to the Sixth world goverment education for that :/

Starsomava

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« Reply #1434 on: <11-02-15/1204:20> »
Looking at the SMG vs Assault rifle thing, I noticed some people were talking about dual wielding SMGs. then I started looking for a mention of something like "this gun requires two hands to use properly" like they have for melee weapons.  Is there something I'm missing as to why someone wouldn't just dual wield LMGs (or HMGs for trolls) or grenade launchers?  concealability aside, when things go haywire and its time to tell Knight Errant to leave you alone, Why isn't everyone (both runners and KE) dual weilding assault rifles?

Did I miss something, or is there just supposed to be a GM ruleing of whether that kind of thing works based on how pink mohawk/black trenchcoat your group is?

Reaver

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« Reply #1435 on: <11-02-15/1511:23> »
Looking at the SMG vs Assault rifle thing, I noticed some people were talking about dual wielding SMGs. then I started looking for a mention of something like "this gun requires two hands to use properly" like they have for melee weapons.  Is there something I'm missing as to why someone wouldn't just dual wield LMGs (or HMGs for trolls) or grenade launchers?  concealability aside, when things go haywire and its time to tell Knight Errant to leave you alone, Why isn't everyone (both runners and KE) dual weilding assault rifles?

Did I miss something, or is there just supposed to be a GM ruleing of whether that kind of thing works based on how pink mohawk/black trenchcoat your group is?

<Puts on Gun Nut Hat>

Simple fact is, you can "one arm" an AR let alone an LMG. The weight and balance of an AR is not designed for that operation, thus you would have ZERO control of the weapon. Then add in the recoil from the rounds fired and all you would do is punch holes in the ceiling.

LMGs are an even more extreme and heavy AR so you just compound the issue. (Typical weight and length of an LMG 1.7m and 20kg)...

Here is a simple experiment for your home. Get you broom out. Grab the handle as far back as you can in a single hand, and now try to lift the head of the broom off the ground and straight out in front of you. Feel that tension in your fore-arm? Yea thats with a broom... not 5 to 20kg (10 to 40lbs) of fire-arm.

Also note, not ALL smgs are smaller then ARs.

If you hunt around on the forums, you'll find a few pictures I have posted of my personal collection of fir-arms. (Pistols, long-arms, military weapons)

In one picture, you can clearly see that my model 1928 Thompson is actually bigger then both my AK-47p and my AR15.

By definition, the difference between an SMG and an AR is the ammo. A SMG fires "pistol caliber" rounds while an AR fires "Rifle rounds". (Not that it makes a difference in the weight of the ammo... .45acp weights more the 5.56mm Nato rounds...)


But, thanks to population "dumbassery" that is only re-enforced by movie idiocy, people think that you CAN "one arm" Assault Rifles. (Want some great examples... YOUTUBE! I have spent hours laughing my ass off at morons who try to one arm ARs and break their wrists, clobber themselves in the face, break their weapons, or nearly shoot their dumbass camera man!)


So yes, it depends on the realism you want in your game.
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Starsomava

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« Reply #1436 on: <11-02-15/1557:28> »
Simple fact is, you can "one arm" an AR let alone an LMG. The weight and balance of an AR is not designed for that operation, thus you would have ZERO control of the weapon.

Oh IRL I've done the dual wielding thing with everything from 9mm pistols, to M-249s and I've seen a guy dual wield .50 cal Barretts (I'm too small to even try shoulder fireing one of those at a time).  And its true that with 2x M-249s I had a hard time hitting a target like "north" even though I was a good shot when using a 249 traditionall.  I would put ANY form of dual wielding firearms as "range shenanigans".

What I'm asking is if there is a RAW limit to orkish gun-fu monks and elven cyborgs ability to dual wield howizters, or does the GM just have to make a call at some point.

Reaver

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« Reply #1437 on: <11-02-15/1746:23> »
Simple fact is, you can "one arm" an AR let alone an LMG. The weight and balance of an AR is not designed for that operation, thus you would have ZERO control of the weapon.

Oh IRL I've done the dual wielding thing with everything from 9mm pistols, to M-249s and I've seen a guy dual wield .50 cal Barretts (I'm too small to even try shoulder fireing one of those at a time).  And its true that with 2x M-249s I had a hard time hitting a target like "north" even though I was a good shot when using a 249 traditionall.  I would put ANY form of dual wielding firearms as "range shenanigans".

What I'm asking is if there is a RAW limit to orkish gun-fu monks and elven cyborgs ability to dual wield howizters, or does the GM just have to make a call at some point.

Other then common sense?

No.

Some weapons will explictly state 2 handed use in their description. But the vast majority do not.

Once again, its up to your table to determine what and how they want to handle the issue. The combat section discusses HOW you handle dual weapons, but never explicitly says which ones you can or can not dual wield.
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

UnLimiTeD

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« Reply #1438 on: <11-03-15/1258:40> »
Wasn't there an optional rule in SR4 with a dice pool malus for using a two-handed weapon one-handed?
I think a troll could actually fire an AR one-handed with a dice-pool malus that would probably be the equivalent of -2 in SR5, given the general amount of dice people roll.
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Starsomava

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« Reply #1439 on: <11-03-15/1309:10> »
When upgrading a 'ware, say from Synaptic boosters 1 to synaptic boosters 2, do I have to pay all over again for the essence (in this case for a total of 1.5) or just the new one (total essence 1)?  how about from something like standard synaptic boosters 1 to alphaware synaptic boosters 2?  would that be a total loss of .8 essence or 1.3?

how about something like eyeware.  If I start with just a smartlink (putting a tiny projector inside my eyeball) and later I decide to gouge out my entire eyeball and get it replaced with a cybereye, would I only pay for the loss of the cybereye, or for both the cybereye and the smartlink?