Shadowrun

Shadowrun Missions Living Campaign => Living Campaign Discussion => Topic started by: SichoPhiend on <02-17-16/0902:48>

Title: Missions FAQ update?
Post by: SichoPhiend on <02-17-16/0902:48>
Since Hard Targets hit the street January 20th, meaning the book goes legal for missions play on the 19th (2 days from now), will we be seeing a new FAQ or will it be pushed back and released after Rigger 5 goes legal?
Title: Re: Missions FAQ update?
Post by: Banshee on <02-17-16/1054:39>
there is a new FAQ going up by the end of the week that covers everything except Rigger 5 ... we finished it up monday and is just going through some polishing for appearance right now
Title: Re: Missions FAQ update?
Post by: SichoPhiend on <02-17-16/1239:16>
Wonderful, thanks for answering.
Title: Re: Missions FAQ update?
Post by: Teutonic Overlord on <02-17-16/1334:35>
It's up, enjoy!
Title: Re: Missions FAQ update?
Post by: Herr Brackhaus on <02-17-16/1336:16>
Any chance someone could put it anywhere other than dropbox.com? It'd be great if it was uploaded directly to shadowrun.com for example
Title: Re: Missions FAQ update?
Post by: Teutonic Overlord on <02-17-16/1355:02>
Is there a problem with it in Dropbox of which I might not be aware?
Title: Re: Missions FAQ update?
Post by: Herr Brackhaus on <02-17-16/1404:49>
Let's just say that their certificate handling could be better, amongst other things.
Title: Re: Missions FAQ update?
Post by: Teutonic Overlord on <02-17-16/1413:37>
Well, I will continue to use Dropbox to post this as I haven't had any issues with Dropbox since I've been using it.

I would post it over to Shadowrun.com, but the decision was made to archive the Shadowrun Tabletop threads as we already have these forums.
Title: Re: Missions FAQ update?
Post by: jim1701 on <02-17-16/1433:14>
Noticing a number of changes to the qualities allowed/disallowed lists.  Interesting...
Title: Re: Missions FAQ update?
Post by: SichoPhiend on <02-17-16/1650:55>
Question(s) about Unarmed Combat Specializations, or lack thereof...

Quote from: SRM Chicago FAQ ver 0.2, page 16
Specializations may not be chosen for Unarmed Combat. The Martial Arts rules from ​ Run & Gun
(pgs. 128­142) should be used instead. If you purchased a specialization for Unarmed Combat under the
original FAQ rules you get refunded 7 Karma that can be spent however you like.

Two things...
One, this comes across a little confusing because

Quote from: SRM Chicago FAQ ver 0.2, page 34
Can we use the Martial Arts as a Specialization from the sidebar on ​ Run & Gun, ​ pg. 135?

Yes, but it only applies to the skill listed in the chart. The optional rule to allow some MA’s to give
you two different specializations is not used.

Which a good portion of this chart are specializations in Unarmed Combat.  So you have one part of the FAQ saying no to UA specializations and another saying yes to UA specializations, as long as they are with the appropriate martial art.  You may want to consider rewording one or both of these to lessen potential confusion.

And two, REALLY!  I still can't take an Unarmed Combat specialization in Cyber Implant Weaponry!?  What the he... heck?
Title: Re: Missions FAQ update?
Post by: Banshee on <02-17-16/1702:08>
Question(s) about Unarmed Combat Specializations, or lack thereof...

Quote from: SRM Chicago FAQ ver 0.2, page 16
Specializations may not be chosen for Unarmed Combat. The Martial Arts rules from ​ Run & Gun
(pgs. 128­142) should be used instead. If you purchased a specialization for Unarmed Combat under the
original FAQ rules you get refunded 7 Karma that can be spent however you like.

Two things...
One, this comes across a little confusing because

Quote from: SRM Chicago FAQ ver 0.2, page 34
Can we use the Martial Arts as a Specialization from the sidebar on ​ Run & Gun, ​ pg. 135?

Yes, but it only applies to the skill listed in the chart. The optional rule to allow some MA’s to give
you two different specializations is not used.

Which a good portion of this chart are specializations in Unarmed Combat.  So you have one part of the FAQ saying no to UA specializations and another saying yes to UA specializations, as long as they are with the appropriate martial art.  You may want to consider rewording one or both of these to lessen potential confusion.

And two, REALLY!  I still can't take an Unarmed Combat specialization in Cyber Implant Weaponry!?  What the he... heck?

I forgot that was still in there, I agree it needs addressed, I will bring it up on our next skype call to go over but that means it will next release before anything changes.
Title: Re: Missions FAQ update?
Post by: SichoPhiend on <02-18-16/1130:26>
One more thing has crossed my mind,

The notoriety hit to the social limit (P. 27 of FAQ 0.2) of someone using a social skill (Negotiation comes to mind) is going to suck, considering that pretty much EVERY mission I have played forces the entire party to be present when negotiating with the Johnson (You know, kinda like the example in the FAQ.)

Yes I know that according to CRB p.368 you can spend Street Cred to reduce Notoriety, it's going to have to be brought up at almost every table at every Con, as I'm sure there are quite a few players that don't know you can do this.  (And yes, I'm hoping they read it here)
Title: Re: Missions FAQ update?
Post by: Teutonic Overlord on <02-18-16/1336:39>
One more thing has crossed my mind,

The notoriety hit to the social limit (P. 27 of FAQ 0.2) of someone using a social skill (Negotiation comes to mind) is going to suck, considering that pretty much EVERY mission I have played forces the entire party to be present when negotiating with the Johnson (You know, kinda like the example in the FAQ.)

Yes I know that according to CRB p.368 you can spend Street Cred to reduce Notoriety, it's going to have to be brought up at almost every table at every Con, as I'm sure there are quite a few players that don't know you can do this.  (And yes, I'm hoping they read it here)

It was something we discussed at length and in depth.  Reputation as a whole had little use in Mission, so we wanted to come up with a way to use it all, for good or ill.
Title: Re: Missions FAQ update?
Post by: ScytheKnight on <02-18-16/1450:03>
Some nice changes in this one. Definitely a pleasant surprise to see some Code of Honor choices becoming available.

Loosing the ability to upgrade Cultured Bioware kinda sucks. I can understand why as there's no resale value, but would upgrading from Cerebral Booster 1 to Cerebral Booster 2 really be starting from scratch? Going up a grade I can fully understand being a complete replacement, but seems like increasing a rating would be adding more to the existing system?

All in all some good changes, I'm liking the way things are headed.
Title: Re: Missions FAQ update?
Post by: Teutonic Overlord on <02-18-16/1818:29>
Some nice changes in this one. Definitely a pleasant surprise to see some Code of Honor choices becoming available.

Loosing the ability to upgrade Cultured Bioware kinda sucks. I can understand why as there's no resale value, but would upgrading from Cerebral Booster 1 to Cerebral Booster 2 really be starting from scratch? Going up a grade I can fully understand being a complete replacement, but seems like increasing a rating would be adding more to the existing system?

All in all some good changes, I'm liking the way things are headed.

Thank you very much!  The SRM FAQ Committee appreciates positive feedback greatly!

As an FYI, I went back to the very first SRM FAQ and the ability to upgrade cultured bioware was already not allowed.  It's something we can discuss.
Title: Re: Missions FAQ update?
Post by: ScytheKnight on <02-19-16/0038:43>
Some nice changes in this one. Definitely a pleasant surprise to see some Code of Honor choices becoming available.

Loosing the ability to upgrade Cultured Bioware kinda sucks. I can understand why as there's no resale value, but would upgrading from Cerebral Booster 1 to Cerebral Booster 2 really be starting from scratch? Going up a grade I can fully understand being a complete replacement, but seems like increasing a rating would be adding more to the existing system?

All in all some good changes, I'm liking the way things are headed.

Thank you very much!  The SRM FAQ Committee appreciates positive feedback greatly!

As an FYI, I went back to the very first SRM FAQ and the ability to upgrade cultured bioware was already not allowed.  It's something we can discuss.

Fair enough... I've come in at 5th so wouldn't know about earlier version. And I understand not bejng able to do the normal upgrading because of lack if resale.

Pehaps something to consider for discussions is allowing uprgade of Rating only at something like Difference +65-85%. Im sure that even if you could just add more to Cultured Bioware there'd be a lot of work tieing the two together, but the foundation is already there...
Title: Re: Missions FAQ update?
Post by: ScytheKnight on <02-19-16/0555:16>
Something that didn't get covered. Is it intended for Missions to use the expanded bow and/or concealment rules from Hard Targets P196-197?
Title: Re: Missions FAQ update?
Post by: Teutonic Overlord on <02-19-16/0804:16>
Something that didn't get covered. Is it intended for Missions to use the expanded bow and/or concealment rules from Hard Targets P196-197?

Good questions, I can see from the wording on concealment where clarification is needed; we'll add it to the next FAQ release.

Concealment:  yes, allowed, but as always, the GM has the final call at the table if someone tries to conceal something crazy, e.g. I'm wearing a t-shirt and I want to conceal a Light Pistol on my arms.

Expanded bow:  yes, allowed
Title: Re: Missions FAQ update?
Post by: ScytheKnight on <02-19-16/1709:31>
Something that didn't get covered. Is it intended for Missions to use the expanded bow and/or concealment rules from Hard Targets P196-197?

Good questions, I can see from the wording on concealment where clarification is needed; we'll add it to the next FAQ release.

Concealment:  yes, allowed, but as always, the GM has the final call at the table if someone tries to conceal something crazy, e.g. I'm wearing a t-shirt and I want to conceal a Light Pistol on my arms.

Expanded bow:  yes, allowed

Great to hear, especially the bow rules as there's a MA Archer in my group. Thanks for the quick reply.

Aaaand I have another couple of questions now, both to do with Assassin's Primer.

First off, is Code of Honor: Assassin's Creed(or something compatible) a prerequisite for the Assassin's Primer qualities? They are somewhat described as modifications or extensions to the Assassin's Creed on P16.

Secondly, "Strive For Perfection" P17 was written before Run Faster and the expanded list of Called Shots. Is the half dice pool penalty to be applied no matter how big the penalty? or should it just be an assumed -2?
Title: Re: Missions FAQ update?
Post by: SichoPhiend on <02-21-16/1609:42>
For drugs that have a variable duration of effect (i.e. requires a 1d6 die roll to determine duration), how do we determine their duration when used in downtime?
Title: Re: Missions FAQ update?
Post by: Tarislar on <02-21-16/1952:19>
Noticing a number of changes to the qualities allowed/disallowed lists.  Interesting...

I'm noticing the master list & the by book list to not match up.
Title: Re: Missions FAQ update?
Post by: Teutonic Overlord on <02-22-16/0731:29>
Noticing a number of changes to the qualities allowed/disallowed lists.  Interesting...

I'm noticing the master list & the by book list to not match up.

Well, it's supposed to match up, but sometimes I miss things.  If you already know exactly which ones don't match, could you please provide the specific items so I can get that fixed for the next release?
Title: Re: Missions FAQ update?
Post by: Teutonic Overlord on <02-22-16/0733:05>
For drugs that have a variable duration of effect (i.e. requires a 1d6 die roll to determine duration), how do we determine their duration when used in downtime?

I had never considered the fact players would use drugs during downtime.  May I assume this is to increase attributes in order to get more dice for skill tests during downtime?
Title: Re: Missions FAQ update?
Post by: SichoPhiend on <02-22-16/0937:03>
You may absolutely assume it is to get more dice for downtime use, but in this case it the magical compound Wudu'aku from Chrome Flesh which gives extra conjuring dice for Spirits of Man.  But yes, you have the right idea.
Title: Re: Missions FAQ update?
Post by: Teutonic Overlord on <02-22-16/1116:23>
You may absolutely assume it is to get more dice for downtime use, but in this case it the magical compound Wudu'aku from Chrome Flesh which gives extra conjuring dice for Spirits of Man.  But yes, you have the right idea.

We'll discuss it at an upcoming call.
Title: Re: Missions FAQ update?
Post by: bull30548 on <02-22-16/1423:21>
If I may make argument in regards to not being able to simply upgrade cultured bioware?  In the case of bioware it is generic and does not need specific dna and knowledge to make a replacement or upgrade.  However, cultured bioware requires just that a culture of the area that is being upgraded.  If you change the original with an upgrade of say level 1 you would have to go back to the same place for level 2.  On top of which said bioware has to be grown and matured and cultured is more complicated and as previously stated it requires samples of the subject.  Tell me what runner would let any facility keep his records on file so that they can upgrade at a later date?  Well, that is my argument why it shouldn't be allowed.
Title: Re: Missions FAQ update?
Post by: Herr Brackhaus on <02-22-16/1944:55>
Is upgrading foci allowed as per the Street Grimoire rules? If yes, I'd think upgrading 'ware should be allowed to, and not for those cutthroat prices of "sell your old ware for 30% then buy your new ware at 100%". Otherwise, a wared up samurai is unlikely to get much new ware in the course of a season or five, or you might as well just start out with little to no ware and buy the upgraded versions directly. Which might be entirely plausible...
Title: Re: Missions FAQ update?
Post by: ScytheKnight on <02-23-16/0303:15>
Is upgrading foci allowed as per the Street Grimoire rules? If yes, I'd think upgrading 'ware should be allowed to, and not for those cutthroat prices of "sell your old ware for 30% then buy your new ware at 100%". Otherwise, a wared up samurai is unlikely to get much new ware in the course of a season or five, or you might as well just start out with little to no ware and buy the upgraded versions directly. Which might be entirely plausible...

Have you actually read the last two FAQs? That's been in there, the distinction this version is you're not allowed to do it to Cultured Bioware as there's no resale market.
Title: Re: Missions FAQ update?
Post by: Teutonic Overlord on <02-23-16/0829:37>
Question(s) about Unarmed Combat Specializations, or lack thereof...

Quote from: SRM Chicago FAQ ver 0.2, page 16
Specializations may not be chosen for Unarmed Combat. The Martial Arts rules from ​ Run & Gun
(pgs. 128­142) should be used instead. If you purchased a specialization for Unarmed Combat under the
original FAQ rules you get refunded 7 Karma that can be spent however you like.

Two things...
One, this comes across a little confusing because

Quote from: SRM Chicago FAQ ver 0.2, page 34
Can we use the Martial Arts as a Specialization from the sidebar on ​ Run & Gun, ​ pg. 135?

Yes, but it only applies to the skill listed in the chart. The optional rule to allow some MA’s to give
you two different specializations is not used.

Which a good portion of this chart are specializations in Unarmed Combat.  So you have one part of the FAQ saying no to UA specializations and another saying yes to UA specializations, as long as they are with the appropriate martial art.  You may want to consider rewording one or both of these to lessen potential confusion.

And two, REALLY!  I still can't take an Unarmed Combat specialization in Cyber Implant Weaponry!?  What the he... heck?

This was discussed and you will see the correction/clarification in the next FAQ release.
Title: Re: Missions FAQ update?
Post by: Teutonic Overlord on <02-23-16/0832:34>
Some nice changes in this one. Definitely a pleasant surprise to see some Code of Honor choices becoming available.

Loosing the ability to upgrade Cultured Bioware kinda sucks. I can understand why as there's no resale value, but would upgrading from Cerebral Booster 1 to Cerebral Booster 2 really be starting from scratch? Going up a grade I can fully understand being a complete replacement, but seems like increasing a rating would be adding more to the existing system?

All in all some good changes, I'm liking the way things are headed.

After a good discussion and research into cultured bioware, this will not change.  It comes down to the fact cultured bioware must be tailor made and is a full replacement.
Title: Re: Missions FAQ update?
Post by: Teutonic Overlord on <02-23-16/0843:11>
First off, is Code of Honor: Assassin's Creed(or something compatible) a prerequisite for the Assassin's Primer qualities? They are somewhat described as modifications or extensions to the Assassin's Creed on P16.

Secondly, "Strive For Perfection" P17 was written before Run Faster and the expanded list of Called Shots. Is the half dice pool penalty to be applied no matter how big the penalty? or should it just be an assumed -2?


CoH:  Assassin's Creed (et al) are not prerequisites for the Assassin's Primer qualities.

Question two:  this will be in the next FAQ release, but I'll go ahead and post our final decision:  it's a half dice pool penalty, e.g. if you make a Called Shot with a -10 DP penalty, it becomes -5
Title: Re: Missions FAQ update?
Post by: Teutonic Overlord on <02-23-16/0903:09>
For drugs that have a variable duration of effect (i.e. requires a 1d6 die roll to determine duration), how do we determine their duration when used in downtime?

This will be covered in the "Just Say No" rule in the next FAQ release.
Title: Re: Missions FAQ update?
Post by: Teutonic Overlord on <02-23-16/0947:21>
Noticing a number of changes to the qualities allowed/disallowed lists.  Interesting...

I'm noticing the master list & the by book list to not match up.

I found two that didn't match and those have been corrected.
Title: Re: Missions FAQ update?
Post by: Herr Brackhaus on <02-23-16/1007:59>
Question two:  this will be in the next FAQ release, but I'll go ahead and post our final decision:  it's a half dice pool penalty, e.g. if you make a Called Shot with a -10 DP penalty, it becomes -5
That makes Strive For Perfection crazy good, almost to the point of being too good not to take for any dedicated precision shooter. Not sure that's a good thing, personally, but hey.

ETA:
I do want to thank you and the rest of the Missions team for your responsiveness, Sinthalix. Getting these kinds of updates is very much appreciated, so cheers!
Title: Re: Missions FAQ update?
Post by: Teutonic Overlord on <02-23-16/1028:11>
Question two:  this will be in the next FAQ release, but I'll go ahead and post our final decision:  it's a half dice pool penalty, e.g. if you make a Called Shot with a -10 DP penalty, it becomes -5
That makes Strive For Perfection crazy good, almost to the point of being too good not to take for any dedicated precision shooter. Not sure that's a good thing, personally, but hey.

ETA:
I do want to thank you and the rest of the Missions team for your responsiveness, Sinthalix. Getting these kinds of updates is very much appreciated, so cheers!

Thank you as well!  I know I've mentioned it on another post before that I don't have a lot of time to come to the forums, but I made it a priority the last few days to respond.

I will pass on your thanks to the team when next we "meet", they will appreciate it!

Now, it's time for me to get back to focusing on getting all those SRMs/CMPs reviewed/edited for release and Origins!  Lots of work to accomplish and time seems to be flying by!
Title: Re: Missions FAQ update?
Post by: ScytheKnight on <02-23-16/1630:51>
Again, thanks for taking the time to take in our input and let us know.
Title: Re: Missions FAQ update?
Post by: SichoPhiend on <02-24-16/0943:15>
For drugs that have a variable duration of effect (i.e. requires a 1d6 die roll to determine duration), how do we determine their duration when used in downtime?

This will be covered in the "Just Say No" rule in the next FAQ release.

Well, that's a hint if ever I've seen one, but thank you for addressing this.
Title: Re: Missions FAQ update?
Post by: KarmaInferno on <02-28-16/0854:06>
Expanding on the Vanishing clarification from Run Faster for Prime Missions, since there doesn't seem to be an "official" Catalyst response to multiple queries:

The Metasapient section from Run Faster seems to be missing the entire rules chapter. There's a section with lore and background info, a chart, and.... that's it.

Previous editions had a few limiters placed to limit the increased power levels of these characters. Increased lifestyle and gear costs, a forbiddance on cyber, bio, and other similar augmentations, automatic Distinctive Style negative quality, social modifiers, etc.

Should Prime Runner metasapient characters be built assuming these were deliberately removed in the new edition?


-k
Title: Re: Missions FAQ update?
Post by: ScytheKnight on <03-05-16/0250:34>
((I am cross posting this in both official errata and Missions forums as this is for a Missions character, but should also be noted for official errata))

Found a couple of oversights for the Flame Bracer exotic weapon. Hard Targets P184

A: There's no mention of ranges.

B: There's no mention of ammo cost/availability.

Also, it seems like in the table on P187 Ares Monotip Arrows and Seeker Shafts might have the costs swapped?
Ares Monotip Arrows are basically an arrow head, yet have a (Rating x) cost, while Seeker Shafts have a flat cost going against standard arrows, injection arrows and static shafts all having (Rating x) costs.