Shadowrun
Shadowrun Missions Living Campaign => Living Campaign Discussion => Topic started by: ScytheKnight on <09-30-15/0848:05>
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Just read through the new FAQ (great work by the way!)... was somewhat surprised to see the new 'ware upgrading rules come into play. However this does mean that both foci and 'ware can be upgraded making progression much easier for augmented or awakened characters.
I'm just wondering, has something similar been considered for Cyberdecks and RCCs? Decks especially are something almost impossible for a decker to upgrade once in-game.
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Thanks from the entire team!
Foci upgrade rules were already in previous versions, but we tweaked them a bit.
We heard from many, many, many GMs and players concerning cyberware upgrades, so we came up with something we hope will help.
We are discussing cyberdecks and RCCs and how we want to do it. We know our deckers and riggers have a difficult (if not impossible) time upgrading. Keep your eye out for the next version...we should have it addressed by then.
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Love the new FAQ Ray and team. Favorite update = expanded downtime capability between runs. You bro's do good work! :)
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There's a new FAQ? Would one of you be kind enough to share a link to it?
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There's a new FAQ? Would one of you be kind enough to share a link to it?
http://forums.shadowruntabletop.com/index.php?topic=22162.0
https://www.facebook.com/SRMissions
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That's a great looking FAQ. Also, I'm very happy to see that 'ware has an upgrade path and that Decks/RCCs might have an upgrade path in the figure!
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We are discussing cyberdecks and RCCs and how we want to do it. We know our deckers and riggers have a difficult (if not impossible) time upgrading. Keep your eye out for the next version...we should have it addressed by then.
Awesome to hear!
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So I see that possession traditions are disallowed. Is it intended that the Channeling metamagic not be allowed also?
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no we left channeling in since that only effects the summoner
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Hmmm, so this had lead me to two questions reguarding 'ware upgrades.
Firstly, does this extend to Cybersuits from Lockdown, if there's a clear upgrade from one Cybersuit to the other (EG. Transis-Erika: Mind Boost to Transis-Erika: Front Line Mind/Mental Gymnast) would that count as a upgrade?
Also, throwing money at the availability test. Do you add 25% per dice to the difference? The Difference + 20% fee? Or the actual item you're trying to get?
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Can you clarify the benefit?
If spirits physical stat is higher, add half force?
Channeler uses spirits initiative?
Any change to channelers mental stats?
Seems clear that channeller uses own skills, can use spirit powers for service, can leave body and have spirit pilot for service.
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Hmmm, so this had lead me to two questions reguarding 'ware upgrades.
Firstly, does this extend to Cybersuits from Lockdown, if there's a clear upgrade from one Cybersuit to the other (EG. Transis-Erika: Mind Boost to Transis-Erika: Front Line Mind/Mental Gymnast) would that count as a upgrade?
Also, throwing money at the availability test. Do you add 25% per dice to the difference? The Difference + 20% fee? Or the actual item you're trying to get?
asked this question as well:
http://forums.shadowruntabletop.com/index.php?topic=22210.msg404492#msg404492
hijacked Halflingmage's thread and added a few other questions.
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Hmmm, so this had lead me to two questions reguarding 'ware upgrades.
Firstly, does this extend to Cybersuits from Lockdown, if there's a clear upgrade from one Cybersuit to the other (EG. Transis-Erika: Mind Boost to Transis-Erika: Front Line Mind/Mental Gymnast) would that count as a upgrade?
Also, throwing money at the availability test. Do you add 25% per dice to the difference? The Difference + 20% fee? Or the actual item you're trying to get?
We will discuss the first question.
When making Availability tests, it's against the full cost of the item as normal, then you add the 20% fee as in the example.
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Hmmm, so this had lead me to two questions reguarding 'ware upgrades.
Firstly, does this extend to Cybersuits from Lockdown, if there's a clear upgrade from one Cybersuit to the other (EG. Transis-Erika: Mind Boost to Transis-Erika: Front Line Mind/Mental Gymnast) would that count as a upgrade?
Also, throwing money at the availability test. Do you add 25% per dice to the difference? The Difference + 20% fee? Or the actual item you're trying to get?
asked this question as well:
http://forums.shadowruntabletop.com/index.php?topic=22210.msg404492#msg404492
hijacked Halflingmage's thread and added a few other questions.
I responded on that one.
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When making Availability tests, it's against the full cost of the item as normal, then you add the 20% fee as in the example.
Alright... think I understand this one, but just going to lay out an example for clarity.
A character has Muscle Replacement 2 installed and can muster 14 dice on an availability test. They wants to upgrade to rating 3 so to be able to buy enough hits they'll need to buy 2 extra dice at +50% cost. They spend 37,500 on the availability test, then 25,000 on the rating difference then, 5,000 on the +20% for the cybertech's time for a total cost of 67,500.
This is correct?
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When making Availability tests, it's against the full cost of the item as normal, then you add the 20% fee as in the example.
Alright... think I understand this one, but just going to lay out an example for clarity.
A character has Muscle Replacement 2 installed and can muster 14 dice on an availability test. They wants to upgrade to rating 3 so to be able to buy enough hits they'll need to buy 2 extra dice at +50% cost. They spend 37,500 on the availability test, then 25,000 on the rating difference then, 5,000 on the +20% for the cybertech's time for a total cost of 67,500.
This is correct?
Yes
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When making Availability tests, it's against the full cost of the item as normal, then you add the 20% fee as in the example.
Alright... think I understand this one, but just going to lay out an example for clarity.
A character has Muscle Replacement 2 installed and can muster 14 dice on an availability test. They wants to upgrade to rating 3 so to be able to buy enough hits they'll need to buy 2 extra dice at +50% cost. They spend 37,500 on the availability test, then 25,000 on the rating difference then, 5,000 on the +20% for the cybertech's time for a total cost of 67,500.
This is correct?
Yes
Awesome, thanks for the further clarification. Really nice to know exactly how things stand.
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Thank you for allowing augmentation upgrades, and a big thank you for even considering doing the same for decks and RCCs! ;D
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Not a problem! We attempt to listen to the GMs and players as much as possible.
If it's not going to break the game or give the Shadowrun Agents too many headaches (preferably none) we see what we can do. Of course, if something ends up breaking Shadowrun Missions and our Agents...then we have to take it back into consideration. We want everyone to have as much fun as possible, whether it's the brand new 0 karma character or the grizzled veteran with 200TKE.