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Updates on upcoming products?

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Backgammon

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« Reply #180 on: <06-03-14/0658:35> »
I can confirm Bullets and Bandages was written a long time ago. It was written for SR4 and updated for SR5.
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Taejix

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« Reply #181 on: <06-03-14/0747:37> »
I can confirm Bullets and Bandages was written a long time ago. It was written for SR4 and updated for SR5.

It shows. Really badly.

I've been flicking through and seeing some nifty thing that my medic character could use, only to notice that it's SR4 only or refers to Street magic or what have you. Even then, a lot of stuff has clearly not been updated properly. There are references to the Gymnastics skill being used to help avoid bullets in SR5 for instance (no it doesn't, not unless you took that one quality from R&G).

Novocrane

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« Reply #182 on: <06-03-14/1018:08> »
Even then, a lot of stuff has clearly not been updated properly. There are references to the Gymnastics skill being used to help avoid bullets in SR5 for instance (no it doesn't, not unless you took that one quality from R&G).
I'm not saying you're wrong about everything, but you should probably flip to p168 of the core book and read about Dodge.

martinchaen

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« Reply #183 on: <06-03-14/1034:53> »
Even then, a lot of stuff has clearly not been updated properly. There are references to the Gymnastics skill being used to help avoid bullets in SR5 for instance (no it doesn't, not unless you took that one quality from R&G).
I'm not saying you're wrong about everything, but you should probably flip to p168 of the core book and read about Dodge.
I, however, am saying you're wrong on this one, Novocrane, and you should probably flip to page 190 and on.

Quote from: SR5 p190
Active Defenses
Sometimes you want to do a little more than duck and weave to avoid incoming attacks. For those times characters have one extra option for ranged attacks and four options for melee attacks, all of which reduce the defender’s Initiative Score.

Full Defense
A character may increase their focus on defense against any form of attack at any point in a Combat Turn, so long as the character is not surprised (see Surprise, p. 192). <znip>

Dodge
Any character, armed or unarmed, looking for a quick, short-term boost to his melee defense can use a Dodge Interrupt Action against an attack at any point in a Combat Turn, so long as the character is not surprised (see Surprise, p. 192). <znip>

Parry
A character armed with a melee weapon and skilled in its use can gain a quick, short-term boost to her melee defense by using a Parry Interrupt Action against an incoming melee attack at any point in a Combat Turn, so long as the character is not surprised (see Surprise, below). <znip>

Block
A character skilled at Unarmed Combat looking for a quick, short-term boost to her defense can use a Block Interrupt Action against an incoming unarmed or melee attack at any point in a Combat Turn, so long as the character is not surprised (see Surprise, below). <znip>
Emphasis mine.

Yes, it's poorly phrased, but that first line is pretty unforgiving; 1 option for ranged, 4 for melee.
« Last Edit: <06-03-14/1039:24> by martinchaen »

Sendaz

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« Reply #184 on: <06-03-14/1044:17> »

Yes, it's poorly phrased, but that first line is pretty unforgiving; 1 option for ranged, 4 for melee.
Sounds like someone loves the Kung Fu :P

Though to be fair, couldn't a street sammie wired up so tight he can count hummingbird wing flappings potentially use a manhold cover to block bullets with ala Capt America style? 

The rules don't support it but maybe with some tweaking....
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martinchaen

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« Reply #185 on: <06-03-14/1058:01> »
You can do whatever you want at your table, Sendaz, I was just quoting what the rules actually say...

Taejix

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« Reply #186 on: <06-03-14/1421:15> »
Oh man, riggers got so shafted in this book.

All the rigging rules in the book refer exclusively to SR4 (Command? Response? What are these strange terms you use?), barring one. The one bit where they remember Riggers still have rules in SR5 is to correctly reference the page that states you take a -2 penalty when applying first aid or medicine via remote control.

Csjarrat

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« Reply #187 on: <06-03-14/1720:39> »
Oh man, riggers got so shafted in this book.
thats just continuing the theme mate, riggers def got short end of the stick with this edition.
we've got the prices for a few new toys, a couple extra vehicles, but practically no crunch on how to actually use it.
really really need a rigger splat book. between us and the TM's, we're def hurting the most for flexibility
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Novocrane

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« Reply #188 on: <06-03-14/1817:42> »
I, however, am saying you're wrong on this one, Novocrane, and you should probably flip to page 190 and on.
I'd question whether there's been an editing error, but then I'm less inclined to think Dodge is melee only.

martinchaen

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« Reply #189 on: <06-03-14/1951:02> »
I, however, am saying you're wrong on this one, Novocrane, and you should probably flip to page 190 and on.
I'd question whether there's been an editing error, but then I'm less inclined to think Dodge is melee only.
You are, of course, entitled to think whatever you like. Book is pretty unequivocal, however.

Michael Chandra

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« Reply #190 on: <06-04-14/0448:22> »
Don't you just love it when there's a debate going on that you can't see?

Anyway, page 188 (Melee Defense has extra options) and 191 (short-term boost to his melee defense) are clear:
Dodge is melee only, not ranged. Page 203 has the sole exception: Ramming can be Dodged against. Which is understandable, it's a melee attack but Block&Parry wouldn't really work against hundreds of kilograms of car coming straight at you. "I block the car." "What. No." "Dude, I block the car." "No." "I block it." "Fine. You block it. You manage to keep it from driving over you, but you get squashed against the wall behind you by the momentum."

I'd like to get this book but I'm not sure if the fluff is worth it when the crunch sounds this bad, even IF it would be Rigger-legal by the time I start Missions again in September and could help when our campaign converts to SR5 in a month. Anyone?
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Csjarrat

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« Reply #191 on: <06-04-14/0457:22> »
bullets and badages isnt going to help you much as a rigger, there are only two drones in there.
stolen souls is better, you've got some nice toys but you'll need to come up with the rules yourself.
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Critias

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« Reply #192 on: <06-04-14/0508:15> »
Hey guys, I'm not a mod or anything, but please remember this is for speculation and updates on stuff that's not out yet.  There are other threads for rules debates or questions or arguments (or whatever) about stuff once it's hit.

AJCarrington

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« Reply #193 on: <06-04-14/1042:54> »
Stupid question: do we have any info on the "Shadowrun Options" line, referred to in the main announcement? An extension to that, what are the various "lines" associated with Shadowrun? My last look indicated core rulebooks, core supplements, deep shadows supplements, setting supplements, plot supplements, adventures, campaigns, fiction and e-books.

Thanks in advance.

Critias

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« Reply #194 on: <06-04-14/1535:51> »
What do you mean by "info" on the Options line?  They tend to be little one-man-band e-books, where one of us got a wild hair and a gleam in his eye, so we asked the bosses if we could have a slice of budget to write up something about X.  They give us enough rope to hang ourselves, maybe toss a little artwork our way (or maybe not), and then slap "optional" on it when it's done, because we're rolling up our sleeves and making something we love cooler (in our head) but more complex (in everyone else's). 

That's...I mean, that's the Options line in a nutshell.

It basically got kicked off with Way of the Adept, where the writer felt he was fixing some balance inequalities, but no one else involved felt the fix was needed, and/or they felt it was adding too much complexity to the otherwise-dirt-simple "make an Adept, buy stuff."  They liked what was written enough to publish it, but were concerned about the balance issues, so called it optional and it went to print.