Shadowrun

Shadowrun Play => Rules and such => Topic started by: Xelian on <01-15-20/0853:27>

Title: SR6 Toxins
Post by: Xelian on <01-15-20/0853:27>
Is it just me or the Squirt Gun with a NarcoJet is the most powerful weapon in the game currently? 15DV resisted with Body+Willpower is just ridiculous (And relatively expensive but still...)  If i remember correctly it was the same in SR5 but the damage of the rest of the weapons were much higher. Now you can survive being by an Assault Rifle bullet but you probably won't survive pepper punch? 
Title: Re: SR6 Toxins
Post by: Sphinx on <01-15-20/1040:48>
A few things to bear in mind, though: First, net hits from the attack don't add to the power of the toxin. Second, even "Immediate"  toxins don't take effect until the end of the current combat round (p.121), so the target can still take actions before they have to resist the damage. And third, the Ares S-III Super Squirt fires DMSO "paintballs" that convert toxins to Contact vector (p.258), and chemical protection and chemical seal armor mods protect against Contact-vector attacks (p.266).

Title: Re: SR6 Toxins
Post by: Hobbes on <01-15-20/1043:04>
Crossbows with Injection Bolts are my favorite for single target take down.  I'd go with dual one handed Crossbows and have one loaded with Narcojet and one loaded with Pepperpunch injection Bolts.  Ambedexterity, two major actions, hit them with two small bolts and then let them resist the Pepperpunch and the Narcojet.  I suspect that would even take down a lot of Spirits. 

Gas grenades for your AoE takedown.
Title: Re: SR6 Toxins
Post by: Finstersang on <01-15-20/1103:34>
A few things to bear in mind, though: First, net hits from the attack don't add to the power of the toxin. Second, even "Immediate"  toxins don't take effect until the end of the current combat round (p.121), so the target can still take actions before they have to resist the damage. And third, the Ares S-III Super Squirt fires DMSO "paintballs" that convert toxins to Contact vector (p.258), and chemical protection and chemical seal armor mods protect against Contact-vector attacks (p.266).

Last, but not least: It doesnīt help against Drones, Spirits and other non-biological targets.
Title: Re: SR6 Toxins
Post by: Michael Chandra on <01-15-20/1110:08>
Gas Grenades are only useful for Pepper Punch, because you have to pay for 20 doses. Even a Tear Gas Grenade costs 450 nuyen, a Neurostun starts at 1250.

That being said, I suspect they forgot to half the DV values for Toxins, just like they forgot to half Hardened Armor's autohits, to scale with the lower damage values. I wonder if this will be covered in the errata that will release this month, otherwise it's time to houserule a nerf.
Title: Re: SR6 Toxins
Post by: imthedci on <01-15-20/1141:50>
...the errata that will release this month...

::picks up jaw from floor:: Wait, what?! Did someone say something about this somewhere? (I ask because I usually just stay in the general and rule questions forum and I haven't seen anything about this in either (until now, that is))

Sorry for going off topic...
Title: Re: SR6 Toxins
Post by: Michael Chandra on <01-15-20/1152:23>
JM Hardy commented it on Facebook a few days ago, AJ and I mentioned it in a few topics, but those are in the CGL subforum so not strange you missed it.
Quote
Jason M. Hardy A new update with added errata will be released this month.
Jason M. Hardy PDF. The next print run of the hardcopy book will have the revisions, but I don't currently have a schedule on when that will be ordered.
Title: Re: SR6 Toxins
Post by: Hobbes on <01-15-20/1216:08>
A few things to bear in mind, though: First, net hits from the attack don't add to the power of the toxin. Second, even "Immediate"  toxins don't take effect until the end of the current combat round (p.121), so the target can still take actions before they have to resist the damage. And third, the Ares S-III Super Squirt fires DMSO "paintballs" that convert toxins to Contact vector (p.258), and chemical protection and chemical seal armor mods protect against Contact-vector attacks (p.266).

Last, but not least: It doesnīt help against Drones, Spirits and other non-biological targets.

Toxins work as well as anything else against Materialized Spirits.  In game world Toxins are frequently a Spirits weakness, Insecticide vs bug Spirits, Herbicide vs Plant Spirits, Fire suppression vs Fire Spirits, FAB vs all Spirits.  Narcojet, Pepperpunch ect would work, Spirit would get Auto successes from ItNW then normal resistance.

A large enough spirit will of course just wade through a cloud of poison gas and ignore it thanks to ItNW.  Arguably lingering effects may or may not "stick" if the Spirit simply de-materializes to the Astral plane.

Unless they tacked on some additional Immunity this time around that I missed.  Totally could have happened, but Nerostun/Narcojet/whatever has always been a somewhat decent option to irritate Spirits. 
Title: Re: SR6 Toxins
Post by: Stainless Steel Devil Rat on <01-15-20/1222:38>
And since Blight toxin specifically calls out that spirits lose ITNW, it's excellent Spirit-B-GON.
Title: Re: SR6 Toxins
Post by: Michael Chandra on <01-15-20/1225:55>
No Blight in SR6 yet, though?
Title: Re: SR6 Toxins
Post by: Stainless Steel Devil Rat on <01-15-20/1327:04>
No, but toxins pretty much directly translate from 5e to 6we.
Title: Re: SR6 Toxins
Post by: Aria on <01-15-20/1440:43>
I’ve used Blight a lot in 5 (as a GM), will definitely be converted if it doesn’t come out in the next few crunch books!
Title: Re: SR6 Toxins
Post by: Michael Chandra on <01-16-20/0301:58>
No, but toxins pretty much directly translate from 5e to 6we.
Which is the exact problem discussed here, no?  :P
Title: Re: SR6 Toxins
Post by: Stainless Steel Devil Rat on <01-16-20/0711:42>
Well, the Power remaining the same makes toxins hit comparatively harder in 6we... but antidote patches work so much better in 6we now too.
Title: Re: SR6 Toxins
Post by: Michael Chandra on <01-16-20/0740:55>
Not that useful when it's a damage toxin, though, and a single dose already knocks you or throws you into Overflow.
Title: Re: SR6 Toxins
Post by: Stainless Steel Devil Rat on <01-16-20/0744:59>
Not that useful when it's a damage toxin, though, and a single dose already knocks you or throws you into Overflow.

Since they just "turn off" the toxin rather than giving you additional resist dice, they're the perfect counter. Of course, the rub is in applying the antidote in time when it's an immediate toxin, since initiative passes are gone.  But a biomonitor + autoinjector should still work.

Edit: wow, autocorrect. I typed "antidote" so you changed it to abortion o.0
Title: Re: SR6 Toxins
Post by: Lormyr on <01-16-20/0838:57>
Toxins have been unreasonably powerful since at least 5th edition (possibly earlier, but I am not familiar with the rules of the earlier editions). They were at least slightly easier to handle in 5th due to the wider spread of ware and spells that added dice to resist them, though. This might be expanded upon in future material, but I still think scaling back the damage would be a superior solution.

A troll with a rating 13 or 14 bow and injection arrows with nacrojet in them is straight up lolsy how much damage it inflicts compared to say just getting your torso blown in half by a canon.
Title: Re: SR6 Toxins
Post by: Hobbes on <01-16-20/1105:53>
[quote author=Lormyr link=topic=30847.msg533366#msg533366 date=1579181937

A troll with a rating 13 or 14 bow and injection arrows with nacrojet in them is straight up lolsy how much damage it inflicts compared to say just getting your torso blown in half by a canon.
[/quote]

First of all, personally, I love that Trollbows are back. 

And the knock against Bows is the action economy.  You're likely just taking one attack per turn because of the extra Minor Action to ready the Arrow.  But you're still dealing damage twice per turn, just to the same target.  Once for the Arrow, once for your toxin.  And if you're a typical Samurai or Adept the Archer is pocketing a couple minor Actions for ducking, moving, diving for cover...  As opposed to the Cannon wielding Samurai taking two Major actions to deal damage twice.

Title: Re: SR6 Toxins
Post by: Lormyr on <01-16-20/1111:52>
You're not wrong Hobbes, I'm just saying that the damage calculation is wildly nonsensical vs. other printed weapons who's real world equivalents blow craters into bodies and/or tear them apart. Part of that issue is an arrow (or fist) doing as much damage as canon baseline, the other part is the asinine damage codes for toxins. For the first, game mechanics balance was really missed in 6e. For the later, game mechanics balance was missed in both editions (5 and 6).

Cage never shot his bow in our stress test because he was having too much fun grappling foes and tossing them around like toddlers in a crocodile's mouth.
Title: Re: SR6 Toxins
Post by: Finstersang on <01-16-20/1120:07>
Gas Grenades are only useful for Pepper Punch, because you have to pay for 20 doses. Even a Tear Gas Grenade costs 450 nuyen, a Neurostun starts at 1250.

Good catch, makes the pricing of these little fraggers a little bit more reasonable.

However, I think that the biggest problem with most of the gases is that they often have use both the Inhalation Vector and the Contact Vector and no appriopriate rules for what happens when you block out just the Inhalation Vector. Itīs true, many real-life combat gases can also affect their targets through skin contact alone, but they usually lose a lot of their potency if you can stop yourself from inhaling them (and even more if you also protect your mucous membranes). But strictly RAW, if you put on a Gas Mask as a response to a Pepper Punch or Neurostun attack, it doesnīt do anything: unless you go full Hazmat, the attack hits you just as hard as if you were naked and voraciously huffing it in. In fact, itīs kind of pointless that these gases have the Inhalation vector listed in the first place.

As a houserule (or dare to say: Errata?  ???), Iīd suggest giving the different vectors different powers (and even speeds), so that you when you block out the Inhalation vector, you are only hit with a slower and less powerfull dose.

That being said, I suspect they forgot to half the DV values for Toxins, just like they forgot to half Hardened Armor's autohits, to scale with the lower damage values. I wonder if this will be covered in the errata that will release this month, otherwise it's time to houserule a nerf.

Is it though? I mean, Neurostun and Narcoject are supposed to knock you out instantly. If weīd take their Power in half, they maximum effect would only be... dizzying. Though that might work if the Net hits come back into play again.

There are a few other things to keep in mind for potential houserules:

A few things to bear in mind, though: First, net hits from the attack don't add to the power of the toxin. Second, even "Immediate"  toxins don't take effect until the end of the current combat round (p.121), so the target can still take actions before they have to resist the damage. And third, the Ares S-III Super Squirt fires DMSO "paintballs" that convert toxins to Contact vector (p.258), and chemical protection and chemical seal armor mods protect against Contact-vector attacks (p.266).

Last, but not least: It doesnīt help against Drones, Spirits and other non-biological targets.

Toxins work as well as anything else against Materialized Spirits.  In game world Toxins are frequently a Spirits weakness, Insecticide vs bug Spirits, Herbicide vs Plant Spirits, Fire suppression vs Fire Spirits, FAB vs all Spirits.  Narcojet, Pepperpunch ect would work, Spirit would get Auto successes from ItNW then normal resistance.

A large enough spirit will of course just wade through a cloud of poison gas and ignore it thanks to ItNW.  Arguably lingering effects may or may not "stick" if the Spirit simply de-materializes to the Astral plane.

Unless they tacked on some additional Immunity this time around that I missed.  Totally could have happened, but Nerostun/Narcojet/whatever has always been a somewhat decent option to irritate Spirits. 

Pretty sure that the weaknesses against Insecticides and Herbicides and ant-spirit Gases like FAB are supposed to be exemptions. Why would a materialized Spirit be affected by Neuro-Stun when they donīt even have a real nervous system? In 5th Edition, they were even immune to electrical shocks because of that (which I considered a huge flavour-fail, but thatīs besides the point...)
Title: Re: SR6 Toxins
Post by: Hobbes on <01-16-20/1315:45>

Pretty sure that the weaknesses against Insecticides and Herbicides and ant-spirit Gases like FAB are supposed to be exemptions. Why would a materialized Spirit be affected by Neuro-Stun when they donīt even have a real nervous system? In 5th Edition, they were even immune to electrical shocks because of that (which I considered a huge flavour-fail, but thatīs besides the point...)

Why would Blight, FAB, Herbicide, or Insecticide work then?  They're toxins that would require a bloodstream or nervous system or other anatomical and biological elements to "work".

If you want to bring real Science into this, a Spirit's Materialized Body obviously functions somehow.  It's physically there and chemicals will react with it.  Toxins are generally nasty chemicals that react energetically. 

If a GM wants to rule X Toxin doesn't work on Y Spirit, that's cool, but there isn't any reason to think all Spirits are totally immune to all biological and chemical weapons.  Spirits are harmed by Bullets and Swords disrupting their materialized forms, kinetic energy or some kind of stored chemical energy, or caustic chemicals that burn and/or dissolve physical objects.  It all hurts.  ItNW provides Auto hits to resistance, that seems like a solid way to represent Toxins not working quite as well vs a Spirits Materialized form.  Clearly YMMV.
Title: Re: SR6 Toxins
Post by: Horsemen on <01-16-20/1959:47>
My house rule is to halve toxins. I am hoping it gets addressed in the errata.
Title: Re: SR6 Toxins
Post by: wraith on <01-17-20/0110:40>
JM Hardy commented it on Facebook a few days ago, AJ and I mentioned it in a few topics, but those are in the CGL subforum so not strange you missed it.
Quote
Jason M. Hardy A new update with added errata will be released this month.
Jason M. Hardy PDF. The next print run of the hardcopy book will have the revisions, but I don't currently have a schedule on when that will be ordered.

What, they going to publish the rest of the rules six months past when they would have been relevant?
Title: Re: SR6 Toxins
Post by: Michael Chandra on <01-17-20/0320:09>
Oh please, the game has been playable and SR5 errata took longer, plus the second batch of SR5 errata we are still waiting for. Stop attacking SR6 and pretending SR5 is any better, after we heard for years 'We need SR6 because SR5 is broken beyond repair' on the forum.
Title: Re: SR6 Toxins
Post by: Lormyr on <01-17-20/0847:08>
Hey Mikey, I didn't see anyone say anything that could even reasonably be construed as the game isn't playable. Check the hyperbole and maybe brush up on your reading comprehension skills, it's gotten quite old, son.

He has a valid point that SR5 errata did take substantially longer, but that is also not a valid excuse. I'd wager hard money that Stainless and team had the changes ready to roll months ago and the powers that be mostly just sat on it. We can do better.
Title: Re: SR6 Toxins
Post by: Finstersang on <01-17-20/0914:29>

Pretty sure that the weaknesses against Insecticides and Herbicides and ant-spirit Gases like FAB are supposed to be exemptions. Why would a materialized Spirit be affected by Neuro-Stun when they donīt even have a real nervous system? In 5th Edition, they were even immune to electrical shocks because of that (which I considered a huge flavour-fail, but thatīs besides the point...)

Why would Blight, FAB, Herbicide, or Insecticide work then?  They're toxins that would require a bloodstream or nervous system or other anatomical and biological elements to "work".

If you want to bring real Science into this, a Spirit's Materialized Body obviously functions somehow.  It's physically there and chemicals will react with it.  Toxins are generally nasty chemicals that react energetically. 

If a GM wants to rule X Toxin doesn't work on Y Spirit, that's cool, but there isn't any reason to think all Spirits are totally immune to all biological and chemical weapons.  Spirits are harmed by Bullets and Swords disrupting their materialized forms, kinetic energy or some kind of stored chemical energy, or caustic chemicals that burn and/or dissolve physical objects.  It all hurts.  ItNW provides Auto hits to resistance, that seems like a solid way to represent Toxins not working quite as well vs a Spirits Materialized form.  Clearly YMMV.

FAB is specifically designed to hurt spirits. But youīre right in that Spirits are not immune to all kind of toxins, simply because "toxin" is more of mechanical term that sums up a huge variety of effects of different chemical attacks. Herbicides work by attacking certain physiological feature of plants, and since Plant spirits take on plant-like features when materializing, they also get affected by the toxin. Thatīs explainable, even without the usual "Well, thatīs just magic". There are likely other, more general toxins as well that are able to hurt materialized spirits, f.i. caustic chemicals that just wreak havoc instead of targetting specific receptors and neurons of humans and animals. In a way, these are basically more like acids that are just labelled "toxins" for mechanical reasons (If Iīm not completely mistaken, radiation poisoning has always been treated like a toxin as well in gameplay terms).

However, many toxin - specifically the most common "Knockout Drugs" Neuro-Stun and Narcoject - are Neurotoxins designed to attack the nervous system of a living organism. And Spirits simply donīt have that, thatīs canon. Just like they donīt have a bloodstream, digestive track or respiratory system that would make them suspectible to injection, ingestion or inhalation toxic.

TL;DR: Caustic Chemicals working against materialized spirits does make sense. Neurotoxins: Not so much.     
Title: Re: SR6 Toxins
Post by: Stainless Steel Devil Rat on <01-17-20/1026:09>
He has a valid point that SR5 errata did take substantially longer, but that is also not a valid excuse. I'd wager hard money that Stainless and team had the changes ready to roll months ago and the powers that be mostly just sat on it. We can do better.

Well credit where credit should be due, and no credit where no credit should be due... I'm a relatively recent addition to the team. Firebug and Adzling (and other team members who don't often make public posts) did much more work than me putting 5e errata together.

...
However, many toxin - specifically the most common "Knockout Drugs" Neuro-Stun and Narcoject - are Neurotoxins designed to attack the nervous system of a living organism. And Spirits simply donīt have that, thatīs canon. Just like they donīt have a bloodstream, digestive track or respiratory system that would make them suspectible to injection, ingestion or inhalation toxic.

TL;DR: Caustic Chemicals working against materialized spirits does make sense. Neurotoxins: Not so much.     

This is, imo, a casualty of ditching the differences between nature spirits and elementals.  UMT rears its ugly head, yet again!

Now, sure, in the case of a Spirit of Air taking the form of a sentient fart, or a Spirit of Fire taking the form of a ball of flame with a face... it makes sense to argue that don't have circulatory or nervous systems.  However, if the Spirit of Air takes the form of a winged horse or if the Spirit of Fire takes the form of a red horned devil-man, now it begins to make sense that they DO have circulatory and nervous systems.

You can't have the toxin rules working on spirits based on how they're "skinned", so they either flatly work or they flatly don't work. 
Title: Re: SR6 Toxins
Post by: Lormyr on <01-17-20/1032:19>
Well credit where credit should be due, and no credit where no credit should be due... I'm a relatively recent addition to the team. Firebug and Adzling (and other team members who don't often make public posts) did much more work than me putting 5e errata together.

Oh, sure. I was speaking more directly to 6th in that statement. As in I would wager that you guys had your changes ready and proposed within 30 days of that book releasing (possibly even sooner), and JH and/or the other powers that be have mostly just been sitting on it for no excellent reason.
Title: Re: SR6 Toxins
Post by: Hobbes on <01-17-20/1057:33>

This is, imo, a casualty of ditching the differences between nature spirits and elementals.  UMT rears its ugly head, yet again!

Now, sure, in the case of a Spirit of Air taking the form of a sentient fart, or a Spirit of Fire taking the form of a ball of flame with a face... it makes sense to argue that don't have circulatory or nervous systems.  However, if the Spirit of Air takes the form of a winged horse or if the Spirit of Fire takes the form of a red horned devil-man, now it begins to make sense that they DO have circulatory and nervous systems.

You can't have the toxin rules working on spirits based on how they're "skinned", so they either flatly work or they flatly don't work.

Spirits also don't have any additional RAW mechanical immunity to "their" elements, but I can't see any GM letting a Fire Spirit take damage from a Flamethrower.  But creating a chart of "All Spirits" and "All things that do damage" and putting a Y or N is just silly and likely futile.  Clearly there is room for a GM to make a call on what will harm a Spirit, and what won't. 

A Hurricane might be a bit rough on a Fire Spirit.  An Air Spirit would likely be just fine.  A mudslide would probably just amuse an Earth Spirit.  Beast Spirit could very well be swept away / forced to de-materialize, whatever. 

Whatever works at your table, but Spirits are already well nigh invulnerable.  IMO they don't need any more blanket immunities to mundane weaponry, but GMs should feel free to make that call.
Title: Re: SR6 Toxins
Post by: skalchemist on <01-17-20/1145:14>
Oh please, the game has been playable and SR5 errata took longer, plus the second batch of SR5 errata we are still waiting for. Stop attacking SR6 and pretending SR5 is any better, after we heard for years 'We need SR6 because SR5 is broken beyond repair' on the forum.
Michael, I am not a person that has been "attacking" SR6.  And it is certainly playable; we have been playing it for two sessions now and have enjoyed ourselves.

But this post really irks me, and I'm going to rant a bit. 

I think some people seem to have an axe to grind about changes from SR5 to SR6.  Honestly, the level of vitriol and negativity in this forum often shocks me.  I'm not going to excuse that.  But I could care less what things were like with SR5; I haven't played Shadowrun since 1st edition.  This comparison is meaningless to me.

I think I can reasonably say that Catalyst did me wrong. Catalyst charged me $50 at GenCon last year for what they knew was an incomplete and flawed hardcover book; I know they knew it because the "hotfix" came out the day before I bought it!  Were they handing out printed copies of the "hotfix" at the GenCon booth?  Were they including a little note in the book saying "check this website for important corrections and additions to this rulebook, sorry for the problems"?  No, they were not.  And even then the "hotfix" team had to know that those 10 pages were just the tip of the iceberg in terms of what would eventually be released. 

My fundamental issue is this.  Normally errata are something that is generated when a game is out "in the wild" and being played by hundreds or even thousands more players than playtested it.  It is minor editing problems, weird rules cases that never came up in playtesting, and sometimes even major blind spots that the designers had that would only come to light with more play.  Designers are human beings just like everybody else; they will be the last people to see their own errors.  To take two examples, both the One Ring (from Cubicle 7) and Star Trek Adventures (from Modiphius) have ended up with over 10 pages of errata, but in general that errata is...errata.  Its stuff that seems at least vaguely reasonable to have shown up in a large rulebook after hundreds of people have used it. 

But that is not what the hotfixes and most of the errata that will eventually show up are for SR6  They were doing that work before the game had even been sold.  These issues are things that were noticed almost immediately as soon as people started reading the rulebook. There is nothing in that work that required it to be done after the books were on the boat from China or wherever.  Its normal proof-reading and editing stuff done by people who are familiar with reading game rules. So, why didn't Catalyst have this work done before the game was sent to the printers?  I have yet to hear a good answer to that question.

I'm playing SR6.  So far I am enjoying it and expect I will continue to do so.  I look forward to the official errata.  But that enjoyment is despite the rulebook and despite what I consider my reasonable anger at Catalyst.  It would be nice if Catalyst could acknowledge this as a thing that happened, say they are sorry, and tell me how they are going to make sure it doesn't happen again.  If Catalyst has done this and I've missed it, I will gladly apologize myself for not noticing that act.

Rant completed. Back to your regularly scheduled thread, and sorry for this admittedly off-topic post; I'll delete if moderators tell me I have gone over the line.  I don't expect any reply to this, nor honestly would this be a good place for such a reply; I'm already feeling bad about posting it in poor Xelian's thread about toxins.  Just tell me where it would be a good place to talk about this and I will go there.
Title: Re: SR6 Toxins
Post by: Michael Chandra on <01-17-20/1320:22>
So, why didn't Catalyst have this work done before the game was sent to the printers?  I have yet to hear a good answer to that question.
They did. But people missed things. It's as simple as that. Just like even after reading through the entire book twice, and seeing months of errata notes compiled by dozens of people reading things, complete newbies still managed to surprise me and them by discovering certain things were never explicitly stated and not yet covered in those notes.

Yes, I would prefer without hotfix. But at least this time they had a day-zero patch (even if communicated poorly), and they're bringing out a second set of errata, AND PDF updates, in a bit over half a year since first release. That's already a massive improvement, thanks to them constantly trying to improve their errata process. And at least CGL doesn't require a Word of God twitter-account to be quoted in rule-debates like D&D.
Title: Re: SR6 Toxins
Post by: skalchemist on <01-17-20/1411:28>
So, why didn't Catalyst have this work done before the game was sent to the printers?  I have yet to hear a good answer to that question.
They did. But people missed things. It's as simple as that. Just like even after reading through the entire book twice, and seeing months of errata notes compiled by dozens of people reading things, complete newbies still managed to surprise me and them by discovering certain things were never explicitly stated and not yet covered in those notes.

Yes, I would prefer without hotfix. But at least this time they had a day-zero patch (even if communicated poorly), and they're bringing out a second set of errata, AND PDF updates, in a bit over half a year since first release. That's already a massive improvement, thanks to them constantly trying to improve their errata process. And at least CGL doesn't require a Word of God twitter-account to be quoted in rule-debates like D&D.
Michael, I have no desire to argue you with you, especially not in this thread.  I meant no personal insult to you by my post.  I think the hotfix/errata folks are awesome for doing the work that they do, and I bear no ill will towards the designers (freelance or on-staff).  My gripe is with Catalyst management for sending a document that was not ready for printing to be printed, and then selling it to me without any indication of its problems.  As this is the first printed new product I have ever purchased from them (I think I picked up some PDFs of older Battletech/Shadowrun stuff in a Bundle at some point), the only thing that matters to me is there actions on this project.  That fact that they have improved is great, but meaningless to me. 

I've gotten that off my chest, so I'm good if you are.
Title: Re: SR6 Toxins
Post by: wraith on <01-17-20/1418:35>
Hey Mikey, I didn't see anyone say anything that could even reasonably be construed as the game isn't playable. Check the hyperbole and maybe brush up on your reading comprehension skills, it's gotten quite old, son.

He has a valid point that SR5 errata did take substantially longer, but that is also not a valid excuse. I'd wager hard money that Stainless and team had the changes ready to roll months ago and the powers that be mostly just sat on it. We can do better.

Struggling last time isn't really a reason to not have anticipated the same problem in this release and exercised sufficient editorial oversight to avoid needing zero-day errata.

As skalchemist says, I'm not throwing shade at the errata folks, but there was absolutely no reason for them to need to put in this much work on a brand new release that hasn't seen wide public play other than sheer lack of success on the folks editing and producing the SR6 core book.

Whoever signed off on it going to print when it did (one assumes Hardy, given his status as Line Dev) should absolutely have known what he was sending to print.  What should we assume from that?  Especially from a Line Dev who's been working on this line for CGL for a decade?
Title: Re: SR6 Toxins
Post by: Lormyr on <01-17-20/1432:31>
Struggling last time isn't really a reason to not have anticipated the same problem in this release and exercised sufficient editorial oversight to avoid needing zero-day errata.

As skalchemist says, I'm not throwing shade at the errata folks, but there was absolutely no reason for them to need to put in this much work on a brand new release that hasn't seen wide public play other than sheer lack of success on the folks editing and producing the SR6 core book.

Whoever signed off on it going to print when it did (one assumes Hardy, given his status as Line Dev) should absolutely have known what he was sending to print.  What should we assume from that?  Especially from a Line Dev who's been working on this line for CGL for a decade?

I agree fully. Improvement is desired, not more of the same.
Title: Re: SR6 Toxins
Post by: Michael Chandra on <01-17-20/1455:33>
That fact that they have improved is great, but meaningless to me. 

I've gotten that off my chest, so I'm good if you are.
To you it's meaningless, but within the context of those arguing SR5 is better, it holds a lot of value as counter-argument. But yeah, that's not really aimed at you, but at others. So I'm good.
Title: Re: SR6 Toxins
Post by: wraith on <01-17-20/1510:58>
SR5 is better at this point.

Because it has had eight years of errata and updates. That's all.

SR6 is likely to be a rules and PR trainwreck for at least a couple more years while CGL scrambles to salvage after tripping out of the gate.
Title: Re: SR6 Toxins
Post by: Finstersang on <01-17-20/1726:59>
SR5 is better at this point.

Because it has had eight years of errata and updates. That's all.

SR6 is likely to be a rules and PR trainwreck for at least a couple more years while CGL scrambles to salvage after tripping out of the gate.

Sadly true. Right now, they still seem to scramble with the very thought that there might be something wrong with the new edition   :P

However, i donīt think that Narcoject is that big of a problem here. At least not yet, since there are limited options to deliver the payload. Letīs see if the Combat supplement brings back universaly usable DMSO rounds, though  ::)

The combat gases however: Boi. There really should be different strengths for different vectors. Strictly RAW, a gas mask doesnīt help drek against any of the combat gases listed in the CRB. And thatīs not a new problem.
Title: Re: SR6 Toxins
Post by: Xelian on <01-18-20/0641:43>
Can we get back on the topic of Toxins instead of commenting again how many things they missed upon the book release :P And they released the new "errata" sort to say? Anyone see anything about Toxin there? I don't have the updated book
Title: Re: SR6 Toxins
Post by: Michael Chandra on <01-18-20/0700:45>
Alas, my free access is not yet updated so can't check. But on the lists people compiled, I can only find an update to tear gas description. (And the Antidote Spell has been boosted: It's no longer a threshold-facing extended test, but a repeatable directly-impacting test where if you sustain it for a second roll, you don't seem to face drain a second time.)