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I'd say the best practice is to let your players figure that out for themselves.

For rigging, a common thing is the rigger sits in the soccer mom van in VR and jumps into the drones accompanying the the team.  That way when the team is ready to make their escape to the getaway vehicle, the rigger's already there...

likewise, many hackers might reason they don't need to worry about sneaking and athletics and combat skills if they spend their time in VR on matrix overwatch.  it's hard to say that's a wrong way to play!

As you intuited, Noise works as a mechanic to encourage matrix users to physically accompany the rest of the team.  In the case of hackers, there are additional tricks to "encourage" them to physically come along... like hardlined security devices (no wireless signal to hack...) and nested host architectures (you can make a shortcut to the end of the VR maze by establishing a direct connection to the right physical device...)

Note that hacking and drone controlling CAN be done in AR...no VR is absolutely necessary!  (ok, VR *is* absolutely necessary to jump in, but you CAN control a drone without jumping in!  That's why you paid for a RCC...)
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Rules and such / Re: Attacks Against Players in VR 6e
« Last post by Winky on Today at 19:26:50 »
Thanks, I appreciate the help!

As sort of a corollary, I'm a newish GM and I'm curious if I'm designing scenarios well with a rigger/decker in mind. Should I be forcing my decker/rigger player to be in the same physical location as the action is going on, or should I make it more feasible for them to operate from a safe base of operations nearby (either back at home base or in the van parked outside)? The major impediment to that seems to be the noise system. Is the idea that the decker/rigger will be right there in the middle of the action while the rest of the crew has to defend their VR-comatose body, or that the smart decker/rigger won't be in the way of combat to begin with?
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Rules and such / Re: Wild die and rerolls
« Last post by Stainless Steel Devil Rat on Today at 19:17:02 »
If the rerolled dice do not affect the wild die's prior resolution, then when the wild die was 1 it logically follows that rerolled dice showing 5s must still stand as not-hits.
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Sorry if this is a basic question, but I couldn't find the answer anywhere. What happens to a character when they are in VR and get attacked? Are they able to roll React+Intuition and Body against it as normal?

My understanding is that a character in VR is effectively unconscious.

That's a very good question.

I think it's illustrative to look at the Stilled condition (pg. 53).   The game effect of this state is -10 DR, and a nix on the otherwise "always available" defense test.  But even then, you still get Body to soak the damage with.  Therefore there is precedent inside 6e to deny an "always available" defense test, but still not one for denying a Body soak roll.

I think this nicely represents a physical attack on a comatose target employing VR, since being in VR is so much like a physical paralysis.  I wouldn't extend the other aspect of Stilled to being in VR though... as slumping into VR won't make your body stop burning if it was on fire :D
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Rules and such / Attacks Against Players in VR 6e
« Last post by Winky on Today at 19:00:54 »
Sorry if this is a basic question, but I couldn't find the answer anywhere. What happens to a character when they are in VR and get attacked? Are they able to roll React+Intuition and Body against it as normal?

My understanding is that a character in VR is effectively unconscious.
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General Discussion / Re: Air Dance
« Last post by Stainless Steel Devil Rat on Today at 16:24:07 »
The most relevant lines seem to be:
"Characters may never start a player turn with more than 5 Minor Actions." This sounds ambiguous to me between "can never start one of their own player turns" and "can never start a turn of any player", leaning towards the later. It also feels ambiguous to me if there exists time to take actions, even anytime actions, between round start and the first players turn. So, the actions are lost unuseably if either it's any player's turn and you can't act before the first turn, or if it's your turn, you can't act before the first turn, and you go first.
"A character can also trade 4 Minor Actions to perform 1 Major Action." This sounds more like it requires you spend the minor actions when you take the major action than like it allows you to save the major action, but the word "trade" does suggest that you gain a Major Action, not that you are spending 4 minors in place of spending a Major

I agree that there's a degree of syntactic ambiguity on those sentences.  However, I feel it's more likely that "Characters may never start a player turn with more than 5 Minor Actions" means "Characters may never start their own player's turn with more than 5..." rather than "Characters may never start anyone's turn with more than 5..."

Likewise, the example of "trading" 4 minors to execute a major action is in the context of also being allowed to spend a major action in place of a minor action.  This, IMO, is contextually so strong that there is no reasonable argument to be had for "trading" 4 minors into a major that is then held for future use, rather than spent immediately.  So long as the major action is performed as soon as you spend the 4 minor actions, the language all works fine enough.

On the topic of whether there is or is not a "timing phase" between start of the round and the first turn... I'd say there absolutely is one... implicitly via the example of the "Add +3 to your initiative score" Edge boost.  Its text explicitly mentions this can allow you to jump ahead of someone in order.  So implicitly, this must mean you can spend that edge boost before the first character to steal their spot at the top of the order.  And if you can do one thing between start of round and 1st turn, then some sort of in between phase must therefore exist.
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Rules and such / Re: Wild die and rerolls
« Last post by taranion on Today at 16:03:08 »
Follow-Up question:
if we treat the reroll as regular dice that do not change the result of the wild die, do I count rerolled 5s as hits or not?

Pro Hits
: A full reroll is expensive and you should get something for your MoneyEdge
Contra Hits: The meaning of the wild die still stands and those say that 5s don't count as hits.
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General Discussion / Re: Air Dance
« Last post by autXautY on Today at 15:59:32 »
Now I'm trying to figure out a list of actions takable not on your turn, and not on an enemy's turn, and therefore useable by someone who has a bunch of minor actions from high-initiate-grade air dance.

The ones I see are
Minor: Change Device Mode, Drop Item
Major: Assist (you can still air dance if an ally has higher initiative than you), Counterspell, Full Defense

For someone who can frequently get enough minor actions to full defense before their turn and still have a decent number left over, Air Dance might actually be good. 1.5 power points for often (+willpower) to defense rolls is plausible better than combat sense (.5 power points for +1 to defense rolls)


The most relevant lines seem to be:
"Characters may never start a player turn with more than 5 Minor Actions." This sounds ambiguous to me between "can never start one of their own player turns" and "can never start a turn of any player", leaning towards the later. It also feels ambiguous to me if there exists time to take actions, even anytime actions, between round start and the first players turn. So, the actions are lost unuseably if either it's any player's turn and you can't act before the first turn, or if it's your turn, you can't act before the first turn, and you go first.
"A character can also trade 4 Minor Actions to perform 1 Major Action." This sounds more like it requires you spend the minor actions when you take the major action than like it allows you to save the major action, but the word "trade" does suggest that you gain a Major Action, not that you are spending 4 minors in place of spending a Major
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General Discussion / Re: Air Dance
« Last post by Stainless Steel Devil Rat on Today at 15:43:06 »
There's a reading of the cap where it only applies at the start of your turn, and allows you to have >5 minor actions at the start of the round, but you can only benefit from them if you spend them before your turn.
Depending on what counts as "using minor actions before your turn" this ranges from close to useless (you can dodge and block, but no-one can attack you since you go before all enemies to trigger Air Dance) to very strong (you can convert those 12 minor actions into 3 major actions, then attack 4 times) to strong but not as incredibly strong (you can use 4 of those minor actions to full defense, then lose the remaining 8)

That's not "a" reading... that's literally how it works.  Per Air Dance (pg 77 SW) you gain the bonus minor actions at the start of a round.  Per the rule regarding a cap on minor actions (pg. 107, SR6W)  any minor actions above 5 aren't dropped until your turn begins.

And yes, that loophole gets awful narrow when you're going first, as there are very few things you can do as anytime actions that aren't reactions to someone else's action.

Unfortunately, turning 4 minors into a major is not a thing.  Read those rules again: you can spend 4 minors IN PLACE of spending a major.  There is no meta-action to transmute 4 minors into 1 major. (also, pg 107 SR6W... the paragraph immediately prior to the cap!)

All that being said... Air Dance does have a pretty narrow window of applicability. Basically it works best when you don't have +4d6 ID.  But since it costs 1.5 PP and that +1 ID only costs 1.0 PP, it's very niche, indeed.

I'd say it'd probably be a more easily justified power at 0.5 PPs.

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Rules and such / Re: Wild die and rerolls
« Last post by taranion on Today at 14:58:19 »
The section about the wild die only clarifies that in case of exploding dice, a wild die cannot produce more wild die. In my opinion that does not contradict the ruling that the wild die is immune to Edge - it is more a support to that theory.

And will I think that the wild dice are not really a big deal, since they only distribute hit probability more evenly (more the "50/50 lul") and could use some more positive effects, the ability to simply reroll a 1 on the wild die makes them also a bit less fun.

So, unless there isn't a new round of official errata on the way, I go with a wild die being immune to Edge
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