Shadowrun

Catalyst Game Labs => Errata => Topic started by: PiXeL01 on <08-01-19/1729:18>

Title: [SR6] Sixth World Core Book Errata File
Post by: PiXeL01 on <08-01-19/1729:18>
Link to Sixth World Errata:

https://www.shadowrunsixthworld.com/wp-content/uploads/SR6-Core-Rulebook-Errata-Aug-2019.pdf
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Shinobi Killfist on <08-01-19/1743:24>
The actual core rulebook though is yet to appear.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: PiXeL01 on <08-01-19/1756:16>
Sadly I cannot help you there as I have as much access as you do currently.
I just didnít see the link to the file anywhere so I posted it.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: topcat on <08-10-19/1240:27>
Good place to post errata items?  Assuming so, here are some of the things I've found that I don't believe I've seen answers for as of posting.  I'll update as I find more.

Posted 8/10/2019
(p.64 Priority Table vs. Priority Selection Examples) In the examples, we have the text "To be honest, she's a little concerned that the 14 attribute points from Priority C will be a little thin..."  This should either be 12 to match the table or the table should be 14 to match the text.  Given the random dropoffs in the table, it seems like the table might be at issue.

(p.66 Spend Customization Karma) Limited to attributes, skills, qualities, and resources.  Characters are unable to bind foci, buy additiontal spells, buy power points, buy magic, or initiate.  Some or all of that might be intentional.  Also, no restrictions on karma carryover.  We can carry up to 70 (50 base + 20 bonus from negative qualities) karma to be used for any of those things immediately after chargen.

(p.66 vs. p.156 PhysAds) As written, PhysAds gain a power point whenever they gain a point of magic, except during chargen.

(p.81, Adept) Too many power points per RAW.

(p.82 Combat Mage) Too many spells per RAW.

(p.88 Street Shaman) Too many spells per RAW.

(p.89 Technomancer) Too many complex forms per RAW.

(p.135 vs. p.156 Combat Sense) The spell Combat Sense adds to DR and surprise test die pools.  The power Combat Sense adds to any defensive tests and always allows a Perception check to avoid surprise.  The PhysAd power is also inconsistent with the spell and inconsistent with the move to "ARvsDR for Edge" system.

(p.185 Host Security and Architecture) Formatting error put the graphic for host structure before the sentence speaking to it, which appears awkwardly on p.186.

Posted 8/15/2019
(p.64 Priority Table) The values for attributes seem really low.  Did the writers really intend for stats of 3-1-1-1-1-1-1-1 for any Shadowrunner, given E Attributes?  You need D Attributes to even match a PR0 Humanis Goon.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Typhus on <08-11-19/1329:52>
The Qualities section also doesn't explain you are buying them with Karma.  You can figure it out, but it's not explicitly said "you buy Qualities with Karma" in the description of what Qualities are.  The text issues are:

p.39 Qualities text does not explain how you acquire them, only what they are.

p. 66 tells you this about costs:
"Once you have the list, tally up the costs, positive and negative. The limit on qualities at character
creation is this: You canít select more than six total qualities at character creation, and the net
bonus Karma cannot be more than 20."

It never says in that part where you get this Karma.

Skip down to the Karma text below:
"Each character receives 50 Karma to make a little move forward. The points are spent on skill or attribute advancement, as well as additional funds to get those last gear pieces you might have missed or an additional quality"

"Additional" implies there was some other way to get Qualities.  It's never said how you buy them, so as written, it creates some amount of confusion.  I've seen other editions, so I can intuit it, but you need one more sentence in the Qualities section.  That sentence should be

"Once you have the list, tally up the Karma costs, positive and negative. If the total is positive, you pay this cost with your Customization Karma (see below).  If the amount is negative, you gain that amount in additional Customization Karma.  The limit on qualities at character
creation is this:
You canít select more than six total qualities at character creation, and the net
bonus Karma cannot be more than 20."

Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Typhus on <08-11-19/1336:02>
Drek, even that's unclear.

"Once you have the list, tally up the Karma costs, positive and negative. If the total cost of positive qualities is higher, subtract the negative quality costs from that number, and pay this cost with your Customization Karma (see below).  If the total cost of negative qualities is higher than the positive amount, reduce the negative amount by positive amount. You gain that amount in additional Customization Karma.  The limit on qualities at character creation is this: You canít select more than six total qualities at character creation, and the net bonus Karma cannot be more than 20."
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Typhus on <08-11-19/1441:13>
page 292. Enhanced Articulation:

"Enhanced articulation provides you with a +1 Agility and a bonus Edge when trying to move through cramped or confining spaces."

Unclear: Do I always get the +1 Agility, or only when moving through cramped spaces? 

Assuming the Edge only applies on cramped spaces, reword as follows:

"Enhanced articulation provides you with a +1 Agility.  You also gain a bonus Edge when trying to move through cramped or confining spaces."

If you for some reason were not supposed to get a +1 Agility all the time, the reword this way:

"When trying to move through cramped or confining spaces, Enhanced Articulation provides you with a +1 Agility and a bonus Edge when making tests while in these conditions."

Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Typhus on <08-11-19/1449:04>
page 291, Adrenal Pump:
"The pump works for (rating x 1D6) combat rounds, and it canít be switched off early."

Am I rolling "(Rating)d6 and add the results together" or "roll 1d6 and multiply the result by the Rating"?  Very different possible outcomes.  Needs to be reworded to express intended outcome clearly.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Typhus on <08-11-19/1515:57>
Related note, given the consequences for using the pump, a rating 3 pump could easily be fatal.

"When timeís up, you crash and take Stun damage equal to the number of combat rounds the pump was active (use unaugmented Body to resist the damage)." 

So up to 18 damage, on top of what I already racked up.  This is straight up a bad rule.  Slapping a character with an absurd amount of damage is completely imbalanced and needlessly debilitating on a rules level.  This edition has conditions.  Use them instead.  Maybe apply Stun Damage equal to 2 x the rating also, but the conditions are a better consequence here.  Those can last for (Rating)d6 increments, and maybe be relieved with a medkit use.

Also, maybe read up on how massive shots of adrenalin work out.  It's pretty bad. 

https://en.wikipedia.org/wiki/Adrenergic_storm

Another rules issue here too:

"While the pump is active, you ignore injury modifiers, donít fall unconscious even if your Stun Condition Monitor is filled, you canít rest, and the adrenaline pumpís rating is added to your Strength, Agility, Reaction, and Willpower attributes."

Now I need to know if this applies against my +4 maximum attribute boost limit or not.  If it shouldn't stack, specify that in the text ("This boost cannot cause you to exceed the limit of +4 bonus to your attributes").  If it's supposed to stack, call it out as such, and phrase it that you additional dice equal to the pump's rating to tests involving these attributes.

Also, it should not add to Agility, given the effects adrenalin actually has.  If anything it should act as a penalty.
 
Easiest thing would be to drop this bioware completely, deal with it in a splat book when it's been better thought through. If this implant could provide the benefits it does, it would also render you non-functional.  This is a retro hangover from it's 1990s origins when the mythology of adrenalin was still in it's heyday.  Make it a specialized gland that secretes a new synthesized neo-adrenephrine thingee that does what you want it to (as a successor to the original bioware, made necessary by the number of stroke victims from the first generation version).
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Typhus on <08-11-19/1532:30>
Suprathyroid, page 292.

"You get a +1 to your Agility, Body, Reaction, and Strength,"

Clarification needed: Is this a bonus to my rolls or an attribute boost?  The distinction matters.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Typhus on <08-11-19/1553:07>
So many problems.  I need to stop looking through this book.  There's stuff on almost every page.

Standard Weapon Mounts for Vehicles:
"Vehicles may be equipped with a number of weapon mounts equal to their unaugmented Body /
3." Do we round up or down?

By the way, the Oni appears to violate this rule heavily with a Body 5 and two "standard mounts" (that are not able to hold the same weapons that the "standard mounts" describe).  Also, there's no rule that says I can't slap a suit of armor on my Oni.  While the DR may not matter (can Drones gain Edge if no one is piloting them?), the armor mod might matter.

Also, what's considered a "Heavy Weapon"?  That's not defined in the weapons area.  It's not a classification of weapons any more in the book.  No clear way to tell if I should use 1 or 2 weapon mounts for some weapons. 

I say again, the issues in this book are not fixable as an "errata" level undertaking.  The quantity alone is proof of that.  This needs to be yanked back, reworked and republished.  Selling more copies in this state just deepens the damage already done.

Everything has a price, and that is the price of rushing things to this degree. 

Shadowrun deserves better.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Xenon on <08-12-19/1248:54>
Spell resistance adept power cost 0.5 PP per level

The "per level"-part should probably be removed (as I doubt we are supposed to get two edge when targeted by spells if we have two ranks of Spell Resistance)
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Jayde Moon on <08-12-19/1306:53>
Pixel has linked the Hot Fix Errata as the opening post.  It's helpful if you're checking there before posting here.  For example:

Spell resistance adept power cost 0.5 PP per level

The "per level"-part should probably be removed (as I doubt we are supposed to get two edge when targeted by spells if we have two ranks of Spell Resistance)

This is already corrected on the linked errata.

Some of the questions posited here are less 'Errata' and either suitable for a sort of FAQ (if the question continues to come up) or not an issue at all.

Typhus brings up several items, most of which may require at least a response.  But in some cases, there simply isn't an issue, for example:

Ratingx1d6 is pretty clear that you roll 1d6 and multiply it by the rating and I fail to see how it could be read as roll 1d6 [Rating] times and tally the result.

Just a heads up that besides errata and fixes to the text that will make it into future print runs, we are also developing an FAQ to cover questions that might not be clear for some folks, especially those coming from previous editions where it worked differently than it does now.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: KatoHearts on <08-12-19/1318:14>
Mnemonic enhancer adds its rating to your knowledge skills, too bad you don't roll those. Between this, Transcend Grid, Limit boosters in SR6 No Future, I'm not sure CGL knows what they added to or took out of this edition.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Jayde Moon on <08-12-19/1323:10>
Mnemonic enhancer adds its rating to your knowledge skills, too bad you don't roll those. Between this, Transcend Grid, Limit boosters in SR6 No Future, I'm not sure CGL knows what they added to or took out of this edition.

Heh, so... Knowledge Skills now apply a benefit to Active Skill rolls... take that how you will for now... it will be addressed later.

Copypasta was definitely problematic in this run.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: KatoHearts on <08-12-19/1427:34>
Oh I've seen it, it may or may not be necessary to have a security based knowledge skill if you want to spot cameras or patrols with perception, the gang identification example was fine, the outdoors one makes no sense.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Typhus on <08-12-19/1519:45>
Quote
Ratingx1d6 is pretty clear that you roll 1d6 and multiply it by the rating and I fail to see how it could be read as roll 1d6 [Rating] times and tally the result.

Have you ever met players?

Seriously though, it's a syntax thing.  It just needs a small change to be clearer. 

As to the rule itself, that's also the harshest reading of the rule, resulting in the most damage to a player after use.  Rating 3 pump is extremely brutal: 3|6|9|12|15|18.  On a 3, I am probably unconscious. Just for a single die coming up a 6, my character is pretty likely to be Soilent Green, moreso if I had any injuries onboard before that.  Extremely harsh just for a few turns of boost.  Much better to spend your nuyen on other "always on" items. 

It's a trap choice for gear.  Get it out of there or adjust the mechanic to use the much more interesting Conditions option instead.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Stainless Steel Devil Rat on <08-12-19/1526:28>
If you're that worried about a rating 3 Adrenaline pump coming up a "6", you can change that via an Edge expenditure.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Typhus on <08-12-19/1528:25>
Quote
Just a heads up that besides errata and fixes to the text that will make it into future print runs

Should we infer from that there will be an update to the PDF for people who buy one?  If that were to be the case I would be much more interested in finding all the issues.  Without knowing that, it feels like folks who buy the first run just get hosed.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Stainless Steel Devil Rat on <08-12-19/1533:15>
I'm not in a position to say, but I can say that my prior experience with CGL's .pdfs is that yes when there's an updated copy you get it for free.  I buy my BT and SR stuff thru DriveThruRPG, and they even send you an email notice letting you know there's an updated version of a product you previously bought.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Typhus on <08-12-19/1542:59>
Quote
If you're that worried about a rating 3 Adrenaline pump coming up a "6", you can change that via an Edge expenditure.

To what, reroll a die that then also could come up a 6 again?  Can I buy it down somehow as a guarantee?  Maybe I am missing your intended option here.

This also assumes I have any Edge left after I go down.  If I had just burned it to do a whammy before passing out, I'm in the same boat. 

Again, "maybe" is not an acceptable mechanic here either.  Its trapware as written.  Bin it or fix it.  No one will be using it as written who thinks about it for more than a few minutes. 

Given the alternatives, would you ever build around it? 

Character is under stress (combat), blows the roll to not trigger it, goes HAM for a few rounds, botches the damage roll and has their eyeballs explode. If they die, roll up a new character.  If not, the whole team pays days worth of downtime tax for healing up from these failed rolls.

Serious?  This is supposed to be a viable choice for folks Because Edge Exists?   ???

Suffice to say, I disagree. 
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: topcat on <08-16-19/1036:13>
Added the attribute table (p.64) to my original post.  Designers might have intended a character with 6-7 attributes at 1 and none higher than 3 as an option for a Shadowrunner, so that might not be an error.  Even Attributes D barely qualifies as competent, matching a PR0 Humanis Goon.  With the example on the same page not lining up with the table, it seems likely that some errors were made.

Seems like a lot of the issues come down to an awful priority system in SR6 - particularly, but not exclusively, around magic attributes and adjustment points.  Ditching that for a karmagen or pointgen system would go a long way towards cleaning up the abortion that is SR6 chargen.  Hopefully this is in an errata, but if not it should be in the next rulebook released.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: MercilessMing on <08-28-19/1755:15>
I hope you all are still checking the SR6 CRB Errata thread on Reddit, because it's still getting updated. 

Is this the official forum thread for submitting errata to the CRB?  I couldn't clearly find one.  Anyway, flamethrowers are missing from the gear section.  pg.117 has rules for spray attacks, pg.118 uses a flamethrower in the spray attack example, but there are no flamethrowers in the Gear section.  In fact, there are no weapons that would use the Spray Attack rules that I could find.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Michael Chandra on <08-28-19/1758:14>
I'd expect flamethrowers in expansion books. I don't think many of the errata team would go to reddit, it'd be much easier if people supplied their errata notes in these official forums. But I know there's a big list. =)
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: FastJack on <08-28-19/2247:24>
As far as I know, the errata team stays away from Reddit, since it's not a reliable source on anything.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Stainless Steel Devil Rat on <08-28-19/2253:27>
As far as I know, the errata team stays away from Reddit, since it's not a reliable source on anything.

I look in probably once a day, and regret it every time.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: MercilessMing on <08-29-19/1114:54>
I'd expect flamethrowers in expansion books.

Like, you personally would expect to see it in an expansion book, or it probably won't get errata'd  and just added to an expansion instead?  Because I expected the piece of gear used in the spray weapon example to be in the book where the spray weapon rules appear.  I don't think game writers are in the habit of including rules that they don't intend people to use.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Michael Chandra on <08-29-19/1122:32>
Like, 'they probably decided to cut the weapon and it definitely will be in the weapon book which iirc is next'.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Aria on <09-07-19/0321:16>
No listing for shotgun ammo? Should be same as rifles?
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: tequila on <09-07-19/1048:20>
The only thing that I can find is on the top left of p256 where it says this:

If youíre not a fan of flechette shooters, load some Heavy Pistol rounds into a Roomsweeper...
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Michael Chandra on <09-07-19/1134:06>
Note to self: only use roomsweeper so I know the ammo costs XD
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Kirklins on <09-08-19/2039:00>
CRB P121 says the formula for overflow is body + body - wound modifiers.

Text says body x2.

And /if/ the wound modifiers portion is right, can we get an example? Does a body 12 troll really have a smaller number of overflow boxes than a body 2 elf?
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Michael Chandra on <09-08-19/2335:44>
Iirc page 131 is talking about a dice roll which we don't know the purpose of. I'm guessing a cut stabilization roll.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Kirklins on <09-09-19/2233:14>
Thank you. Withdrawing errata request.

a) error in page cite. It's 121, not 131.
b) Yep, it's "if you want to heal overflow", not how big the overflow is.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: topcat on <09-12-19/0930:48>
It's been a little while.  Any news on errata?  Lots of people still have the same questions on key chargen stuff.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: FastJack on <09-12-19/1310:53>
The team is working hard. There aren't any dates for anything yet and stuff is being looked at.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: MatrixWalker on <09-15-19/1232:33>
So is the plan to release another updated Errata file?

I am getting tons of questions on how to create characters which one that should be addressed for New players to the game. Essence: "starting characters start with 6 essence until modifications come into play"...
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Michael Chandra on <09-15-19/1247:47>
There's a much bigger errata list in process, the first set was merely the hotfix. So yes the plan is a new file in the future.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: topcat on <09-16-19/1441:44>
Good thing, but probably not best to hold back all the errata until everything is answered.  We're only getting further from release day and things have been awfully quiet.  The SR6 narrative isn't positive and it'd be nice to stop the bleeding.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Michael Chandra on <09-16-19/1450:58>
It's in Hardy's hands, since he has to sign off on things.  :-\
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: jman5000 on <09-17-19/1633:53>
Possible Errata

in the CRB pfd - with the updated Errata

Pg. 226 - Paralyzing Howl
on page 227, final sentence:
"If the critter wins, the target gains the Immobilized status. If the critter gets 4 or more net hits, the target gains the Paralyzed status."

there is no status called "Paralyzed"

Cheers,
J.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: jman5000 on <09-18-19/1644:15>
Possible Errata or Blindness.

Bows pg. 250
"..They have the advantage of being hacker-proof as long as you leave off the fancy add-ons."

but unlike handguns and other weapons, there is no description of what kind of add-on's can be added to bows.

cheers.

J.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Michael Chandra on <09-18-19/1753:23>
If nothing is listed I'd say only internal.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: jman5000 on <09-19-19/1312:01>
hey @Michael.

I'm not sure if your reply was directed to one of my posts.  if it was, what does "Internal" mean and in relation to, I assume, bow add-ons?  I took a look at Table "Weapon Accessores" on pg. 261.  the only Internal add-on there looks to be "smartgun system, Internal".  however, there is also a number of accessories that have listed as mount points as "-" - which, maybe, means internal?  don't know, can't tell

Cheers,

J.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Michael Chandra on <09-19-19/1343:12>
Internal smartlink has been taken on bows before (makes them detectable) and there might be more options once we get gunmodding rules. Don't know about other accessories from the top of my head.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: MercilessMing on <09-25-19/1433:32>
There's a much bigger errata list in process, the first set was merely the hotfix. So yes the plan is a new file in the future.
Is there a 300 page limit with this one?  ;D  sorry couldn't resist
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: gargaM0NK on <09-25-19/2241:23>
Although a fairly experienced runner, I and others (https://www.reddit.com/r/Shadowrun/comments/d84fx0/metatype_adjustment_points_what_are_they/) were left uncertain regarding how Special Attributes relate (https://forums.shadowruntabletop.com/index.php?topic=30239.0) to the Attribute section on p.63, and I believe it could benefit from editing for clarity.

"Players may distribute points from the Attribute priority to increase any combination of Physical (Body, Agility, Reaction, Strength) and/or Mental (Willpower, Logic, Charisma, Intuition) attributes A, described on p. 37. ,attributes fall into three different groups: Physical, Mental, and Special. All metahuman characters have a rank in each of their Physical and Mental attributes, but some may not have ranks in the Special attributes.
Baseline a Attributes range from start at 1 and can go up to a baseline of 6. That range is modified by but may have a higher/lower maximum depending on metatype and/or chosenthe Exceptional or Impaired Attribute qualitiesy (see Qualities, p.70). The Metatype Attributes table provides the ranges of the attributes for each metatype, as well as which and the particular qualities certainthe metatypes gain as a free bonuses. Descriptions of qualities start on p. 70. If player characters ever have a Physical or Mental attribute adjusted to 0 through magic or some other effect, they collapse, as either their body or mind has lost some critical functioning. They are nonfunctional until at least 1 rank is restored in that attribute.(Move to p.37)
During character creation, only one Physical or Mental attribute may be at the maximum for the selected metatype." (inline)

Suggested revision:
"Players may distribute points from the Attribute priority to increase any combination of Physical (Body, Agility, Reaction, Strength) and/or Mental (Willpower, Logic, Charisma, Intuition) attributes, described on p. 37.
Attributes range from 1 to a baseline of 6, but may have a higher/lower maximum depending on metatype and the Exceptional or Impaired Attribute quality (see Qualities, p.70). The Metatype Attributes table provides the ranges of attributes for each metatype, as well as which qualities the metatypes receive as free bonuses.
During character creation, only one Physical or Mental attribute may be at the maximum for the selected metatype."

Orphaned text:
"If player characters ever have a Physical or Mental attribute adjusted to 0 through magic or some other effect, they collapse, as either their body or mind has lost some critical functioning. They are nonfunctional until at least 1 rank is restored in that attribute." (recommend moving to p.37, or appending to the end of Attributes)

(Including Attribute 0 text)
Word count 152 -> 146
Character count 916 -> 923

Thanks for all of your hard work!
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Shiwo on <09-26-19/0905:57>
Greetings,

1) The Character Sheet's Ranged Weapons table  (in the end of the book) does not contain the Medium range.

2) What are the Spirits of the Kin (Kindred Spirit) ? Found no any clear explanation in the book.
My tip is that the Spirits of the Man had been renamed. Even if I right, new players who did not read the 4th and 5th edition won't know anything about it... 

The only possible description for them maybe in the page 127, under conjuring. "Then there are spirits that adopt metahuman appearances..."  just without naming them. On an exclusive basis they may be the kindred, but unclear.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: MatrixWalker on <09-28-19/1904:48>
Echo Question:

Quote
Living Network: Your living persona can function as the master device in a PAN.
What is a master device? (a DNI?)

Quote
Skinlink: You can connect to a device as if using a DNI simply by touching it.
Anyone care to elaborate? Does this mean a wireless device?

Really trying to figure these two items out.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: CigarSmoker on <09-28-19/1956:24>
Both valid Errata candidates, i try my best for now :) :

Echo Question:
Quote
Living Network: Your living persona can function as the master device in a PAN.
What is a master device? (a DNI?)

Not direct mentioned but on page 173 "Matrix Access and Pans" its mentioned that Devices can be slaved to Commlinks and/or Decks. So a Device that has a slave is a "master device".

Quote
Skinlink: You can connect to a device as if using a DNI simply by touching it.
Anyone care to elaborate? Does this mean a wireless device?

Skinlink was a thing i remember being mentioned in 4th Edition. You use the electromagnetic field of your skin to connect devices. So basically the Technomancer adjects his Skins electromagnetic fields to the field of the (not necesserarily wireless) Device.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: ZeroSum on <09-28-19/2052:03>
Quote
Skinlink: You can connect to a device as if using a DNI simply by touching it.
Anyone care to elaborate? Does this mean a wireless device?
DNI is provided by trodes, cyberjacks, datajacks, and control rigs. With this, you can directly connect, via fiberoptic wires, to any device with a universal access port.

Skinlink allows you to replicate this by simply touching said device.

Benefits are not obvious, but includes ignoring noise and any master slave relationship, hacking the device directly (this latter part I'm not sure about for 6th). You also don't need to be wirelessly enabled to use direct connection hacking.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Catlord on <09-29-19/1036:39>
ďThe living persona has an Initiative rank of Logic + Intuition and Initiative Dice of 1D6 plus whatever adjustments from their current Matrix mode. Use their Stun Condition Monitor in place of a Matrix Condition Monitor. Their Matrix Condition Monitor is (Logic / 2, rounded up) + 8.Ē (Pg 189)

If Technomancers use there stun condition monitor then why do you need the last sentence about Matrix Condition Monitor? I think the last line will need to be removed.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: ZeroSum on <09-29-19/1324:54>
As per
Quote from: https://forums.shadowruntabletop.com/index.php?topic=30279.0
this thread
, can clarification be provided as to how Toxin Resistance Tests are made when a toxin has multiple vectors and the character making the test fits one of the following criteria:
1. Character has immunity to one vector
2. Character has resistance to one vector
3. Character has resistance to both vectors

The way the specific rule is written ("A Toxin Resistance test (Body + Willpower + the rating of any appropriate protective gear/systems) is used to reduce the damage. ") is ambiguous in how it deals with multiple vectors.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: CigarSmoker on <10-01-19/1107:47>
Do multiple Jammers stack ? What about the Matrix Action "Jam Signals" does this add to an existing Jammer or does only the Device producing the higher Noise Level count ?

What is the Device Rating of a Jammer ? (generally many Device Ratings are not listed)
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: ZeroSum on <10-01-19/2216:23>
Might be more of an FAQ thing, but it would be good if we could get clarification on the following:
Quote from: SR6 page 287, Wired Reflexes
When activated, each rating point of wired reflexes gives you +1 Reaction (and accompanying bonus to your Initiative Score), 1 additional Initiative Die, and 1 additional Minor Action.

Quote from: SR6 page 293, Synaptic Booster
The booster confers a bonus of +1 Reaction (and accompanying adjustment to Initiative Score), 1 additional Initiative Die, and 1 additional Minor Action per point of Rating.

Other initiative boosters, such as the Cram, Jazz, and Kamikaze drugs, as well as spells and adept powers such as Improved Reflexes, do not have the stipulation about additional Minor Actions being granted and only specify additional Initiative Dice.

Do Wired Reflexes and Synaptic Boosters grant both additional initiative dice, which provides Minor Actions on their own, as well as additional Minor Actions? Or is this statement a reminder that additional initiative dice grant you Minor Actions?

If the former, this would effectively mean that for each rating of either Ware you would get 2 Minor Actions per initiative dice, for a potential total of 8 Minor Actions for Rating 4 Wired Reflexes.

This would mean that a character with R4 Wired Reflexes would start each combat round with 1 Major and 10 Minor actions.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Michael Chandra on <10-02-19/0332:41>
In the attributes section of chargen, it mentions this:
"The Metatype Attributes table
provides the ranges of the attributes for each metatype
and the particular qualities certain metatypes
gain as a free bonus"

However, the fact the racial qualities are a bonus is not stated anywhere else, especially not in the Metatype section of chargen. Would be better to mention the quality-part there as well, so the rule isn't as hidden as it is now.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: CigarSmoker on <10-02-19/0724:11>
Its missing if Technomancers have a Device Rating. Sprites have a Device Rating equal to their level (p.192) and thats as well equal to their Resonance.

The Device Rating is needed to know if Noise shuts the Technomancer off from accessing the Matrix.

So it might be that Resonance is equal Device Rating for Technomancers. Or Noise does only decrease their Dicepools until they reach 0 and cant use Matrix Actions?

----

What kind of Actions are known to Player characters and which ones are not ?

common sense:
- failing Perception vs Stealth (players have no idea whats happened, but since they could affect the opponents roll they know "something" is not right like a 6th sense ?)
- failing Defense vs Probe Matrix Action (player has again the right to use Edge, but he does not know which Device was targeted and if it has any relation to the Run ?)
- failing Running Silent vs Matrix Perception (same explanation, it might be unrelated to the situation, but if the hacker is standing right in front of you that might be a bit hard to swallow for players ...)

any more "hidden" actions ?

Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Shiwo on <10-03-19/1555:41>
pg. 189 :

"Technomancers can experience AR, VR, and hot-sim with no extra gear"
"The living persona has an Initiative rank of Logic + Intuition and Initiative Dice of 1D6 plus whatever adjustments from their current Matrix mode."

In the 5th edition it was a clear statement that Technomancer can only use hot-sim VR. For me, the 6th editions statement is a bit unclear. I would say "they can use only hot-sim", because I played 5th edition. But what will the new players thinking? They may can believe the current Matrix mode can be a cold-sim mode...

pg. 191 :

Compiling a Sprite
- Is it a Major Action ? (probably yes, but not clarified)
- Is there a maximum level of the Sprite a Techomancer can compile ? I found no statement about it.

"They can only exist for (rating x 2) hour"  - you mean level x 2 ?

"Generally speaking, tasks have to happen in the same grid and host the technomancer is in." - same grid ? I though there are no more different grids ..


Registering a Sprite
"The good news is that the spriteís Overwatch Score does not increase during this process (neither does the technomancerís OS). "
- Why would do it? They did in the 5th edition, but the  6th edition does not mention the same. They have a limited lifetime instead.

pg. 192 :

Compiling a sprite example
"She decides to make the Fault sprite have a rating of 3, and she rolls her Tasking + Resonance dice pool of 12, getting 4 hits. The Fault sprite rolls its Rating x 2 for a total dice pool of 6, and gets 3 hits, .."   - ratings again..

"Standby: You can tell your registered sprite to return to the Resonance but come when you call it."
- For free ? Or would be a Minor action ?




Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Shiwo on <10-04-19/1456:05>
pg. 199

"Acceleration measures the maximum meters per combat round the vehicle can safely accelerate or decelerate."
Then how much is the non-safely ? Or the vehicle is not able to accelerate faster ? If it can, driver had to roll a check ? In this case what is the maximum acceleration /braking ?

Ford Americar, Acceleration 9
Vehicle Movement Example :
"Turbo Bunny is starting a drive in her Americar...
...She hits the maximum acceleration rate of 12, so the car jumps from 16 to 28...
...She keeps up the maximum acceleration of 12, getting her up to 40 meters per combat round (about 48 kph, or 29.8 mph)."

If the Accel of the Americar is 9, how does it became 12 ?

Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Michael Chandra on <10-05-19/0507:04>
Sounds like the example was written before the stats became final. As for unsafely decelerating: sounds like they leave that up to the GM. So I'd look at the vehicle stunt rules for that, no need to spell it out in detail. Failure means a crash test, sounds pretty unsafe to me... Bang.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Catlord on <10-05-19/0725:49>
Pg 157
Improved Ability (Skill)
Quote
The maximum boost to the skill is 1.5 times the current level (rounded up)
This makes it sound like the max boost would 9 on a skill that is at 6 (for a total of 15) when I think RAI is meant to be that it can only boost it by 50%

Quote
or the augmented maximum, whichever is lower.
Isn’t augmented maximum an attribute thing not a skill thing?
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Michael Chandra on <10-05-19/0801:24>
There's also a cap for skills mentioned elsewhere.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Catlord on <10-05-19/0818:50>
There's also a cap for skills mentioned elsewhere.
Are you referring to the Max skill level of 9 (10 w/ aptitude)?
And if so are you saying that improved ability won’t allow you to go over that limit? Because if so that lessen this ability significantly because the more you put into the skill the less you get out of the Adept power.

That would also infer that Specialization & expertise is affected by that rule too
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Stainless Steel Devil Rat on <10-05-19/0858:38>
There's also a cap for skills mentioned elsewhere.
Are you referring to the Max skill level of 9 (10 w/ aptitude)?
And if so are you saying that improved ability wonít allow you to go over that limit? Because if so that lessen this ability significantly because the more you put into the skill the less you get out of the Adept power.

That would also infer that Specialization & expertise is affected by that rule too

Page 39:

Quote
(Skills)
have a rank from 1 to 9. (Skills) can be modified by
spells, gear, and other effects, but their augmented
increase can never be more than +4.

What this means is if you're rolling a skill test, you can never have more than +4 bonus dice. The intent is that specializations and expertise are actual skill ranks rather than "augmented increases".
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Catlord on <10-05-19/0948:15>
There's also a cap for skills mentioned elsewhere.
Are you referring to the Max skill level of 9 (10 w/ aptitude)?
And if so are you saying that improved ability wonít allow you to go over that limit? Because if so that lessen this ability significantly because the more you put into the skill the less you get out of the Adept power.

That would also infer that Specialization & expertise is affected by that rule too

Page 39:

Quote
(Skills)
have a rank from 1 to 9. (Skills) can be modified by
spells, gear, and other effects, but their augmented
increase can never be more than +4.

What this means is if you're rolling a skill test, you can never have more than +4 bonus dice. The intent is that specializations and expertise are actual skill ranks rather than "augmented increases".

Never noticed that...ok, thanks
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Stainless Steel Devil Rat on <10-05-19/0957:25>
Yeah it's a very understated rule for how big of a change it is from 5e.  It's apparently gone quite under the 6we haters' radar... or maybe they just like that idea and don't complain about it :)
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: CigarSmoker on <10-06-19/1536:36>
on Page 268 a "Sim Module" is described. But it is not listed on the table of the same page, and i dont see it anywhere else either.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Shiwo on <10-07-19/1303:35>
on Page 268 a "Sim Module" is described. But it is not listed on the table of the same page, and i dont see it anywhere else either.

It seems it is already built-in into some devices but a clear description always a good choice.

pg. 174 : "Commlinks commonly have an ASIST module (or sim module) that enables the use of AR and cold-sim VR."
pg. 267 : "All cyberdecks include hot-sim modules."
pg. 268 : Simrig - "Youíll need to have a working sim module (with the DNI interface) to make a recording."
pg. 283 : "The implanted version of the commlink (p. 267) comes with a sim module at no additional cost."
pg. 283 : Control Rig - "It has a built-in sim module, allowing DNI with other devices."
 

Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Shiwo on <10-07-19/1334:45>
pg. 132 Compat Spells : "Defense Ratings are as normal, depending on if the defender is on the material plane or astral plane (see p. 161)."

So, even a mage using a Manaball (direct mana spell), the opponent's Defense Rating will be Body + Armor as like against a Fireball (indirekt physical spell)?

"Mana spells interact solely with the astral plane; they may affect living beings, as living beings have an astral component, but they have no effect on nonliving, non-astral entities."

So, if the attacking spell is a mana spell, why we use Armor to calculate Defense Rating ? Maybe a Body + Intuition or Willpower + Intuition would be much proper to calculate it..  or even a Body + Intuition + (5 - Essence) , since it has less affection on non-living materials (and as magic does not like the cybers..)
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: ZeroSum on <10-08-19/0651:46>
Combat Process, Step 1, page 105: erroneous (?) reference to Surprise modifying defense dice pool.

Emphasis mine:
Quote
The defender collects dice equal to their Reaction + Intuition and modifies for Surprise, damage, and so forth.

The Surprise section on page 108 does not mention any negative modifiers for being surprised, only a threshold 3 test to avoid surprise; failure means you do not get to take any actions in the first round of combat, but "still roll to defend and against attacks and to soak damage".
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: apHywel on <10-12-19/0923:24>
What this means is if you're rolling a skill test, you can never have more than +4 bonus dice. The intent is that specializations and expertise are actual skill ranks rather than "augmented increases".
[/quote]

Does that mean a weapon focus could only add 4 to the combat check?
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Stainless Steel Devil Rat on <10-12-19/0940:27>
Yes, that's my understanding: your bonus dice to any skill test can only go up to +4.  If you have -2 dice from penalties (say, you're wounded maybe) and you have a F6 Weapon Focus, you'll still get your +4.  But if you have no offsetting penalties, you'd lose out on 2 potential dice and run up against the cap.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Michael Chandra on <10-12-19/1037:42>
Quote
What this means is if you're rolling a skill test, you can never have more than +4 bonus dice. The intent is that specializations and expertise are actual skill ranks rather than "augmented increases".

Does that mean a weapon focus could only add 4 to the combat check?
If they rewrite those sections in the way indicated, then the answer would be yes. It brings a nice balance since it means there's only so far your toys can push you. It also means that IF "Aid Sorcery" returns, it too will be very limited in its use. So I like. Mind you, until they release the errata confirming that actual change, it's not RAW or even properly supported by RAW, but I do like the idea they're aiming for.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: topcat on <11-22-19/1030:29>
Still nothing?  Still nothing.  Carry on, nothing to see here.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Trim2060 on <11-30-19/2141:51>
Couple things in the Archetype section.

Adept has magic 6 and 5.5 points of powers
Reading character creation rules you don't get points for powers for magic increases past the priority table, what would be 4 at maximum.

Technomancer has skinlink and living network as both of them are echos.  Are characters allowed to submerge at XP stage of character creation?
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Michael Chandra on <12-01-19/0441:07>
((Under RAW, no, because "The points are spent on skill or attribute advancement, as well as additional funds to get those last gear pieces you might have missed or an additional quality (though the limit of six qualities still applies)."))
((And you're correct about the Adept, according to Herolab Online the archetype has 3 Magic from Priority.))
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: topcat on <12-01-19/1539:04>
Hoping the SR6 HeroLab wasn't a preview of the (lack of) chargen errata...
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Michael Chandra on <12-02-19/0049:10>
Sure, let's put pressure on the character builder company and blame THEM for errata now.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: topcat on <12-02-19/0921:38>
Not putting any pressure on them, I love HeroLab and have bought everything for 4th and 5th (and a bunch of other games).

What I'm disheartened about is that I would expect Catalyst to say "no, it doesn't work that way" before approving the release.  In this case, the HeroLab release mirrors one (limiting) interpretation of the chaotic SR6 ruleset, meaning that it's more likely than not intended.

That means everything that follows in the book gets errata'd to match the weird chargen writing.  Or maybe Catalyst just rubberstamped it to get the fees flowing.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: skalchemist on <12-02-19/0952:18>
As an aside, I think any game company (not just Catalyst) that is a) making a game that has fairly complicated character creation rules and b) intends to have an app to do that character creation or license one (e.g. Hero Labs) should do all that app work BEFORE they released the game. 

I say this because there is nothing like trying to turn your rules into a computer program to find any weirdness or errors in your rules.  Just give the coders the text, let them go to town, and you'll have your first 10 pages of errata before you even publish the game.

I'm not blaming Catalyst for anything here, this just hadn't occurred to me before.  Probably ditto for any actual play tools.  Practically its unlikely to happen, I suppose, because of the economics of it all; you don't want to invest in the software development until you are sure that you have a game that is going to sell.  But it would be a good way to check the logic and content of your character creation rules text.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Hobbes on <12-02-19/1019:27>
Keep in mind CGL is a small company.  Herolab is even smaller.  My guess is CGL is around 10 full timers?  Herolab is probably 4 or 5.  There isn't a small army of tireless worker drones slaving away in a corporate cube farm to keep things running smoothly.  Either company is slightly more advanced than someone selling crafts on Etsy, but not by a lot.

Coordinating to the degree of getting a character builder out when the book hits the shelf just isn't something a small company is likely to prioritize.  Much less including Errata that hasn't been approved yet.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: skalchemist on <12-02-19/1111:54>
Coordinating to the degree of getting a character builder out when the book hits the shelf just isn't something a small company is likely to prioritize.  Much less including Errata that hasn't been approved yet.
Oh, I get that it is unlikely to happen, Hobbes.

I guess my point, though, is if somehow you COULD coordinate app development in the way I describe you would not have to worry about errata approval, because the process of app development would have found a lot of stuff that you can correct in the text before publication.  That is, app development is not only adding another product for sale, it is also a quality assurance measure. 

But again, this is more of a general observation about game development, not a specific observation about Catalyst/Shadowrun/Hero Labs.  Obviously we are way past that point in that case. 
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: topcat on <12-02-19/1407:11>
But then it wouldn't be a secret you could let out just before convention season.  You'd probably have to talk to people about what's changing and why.  Rules changes would get out to the public and they'd have opinions.  You'd have time to listen to feedback and refine your product before ever incurring the costs of releasing it.

Where's the fun if you aren't YOLOing the whole ruleset, ignoring editing, and rushing it to print?
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Smogg on <01-09-20/0529:37>
p92. "When you have a specialization, you get a +2 dice pool bonus when rolling a skill test related to that area"

p118 "Trip-J will be using his Exotic Weapons (Flamethrower) 1 + Agility 2 for a whopping dice pool of 3 dice."

In the example, the +2 for specialization is not applied. Is the example wrong or is a rule missing where the +2 does not apply to Exotic Weapon Specialization?
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Smogg on <01-09-20/0548:38>
p245 "Active Program Slots
This shows how many programs an electronic device can have running at a single time."

p184 "The Data Processing rating of your device limits how many programs you can have running, though more may be stored."

So if you have 6 program slots on your deck, but only 3 data processing (from a commlink), then what happens?:
a) Only run 3 programs
b) 6 from the deck + 3 more from the commlink
c) Either 6 from the deck or 3 from the commlink
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Smogg on <01-09-20/0600:03>
I am having a little trouble understanding the section on page 267 regrading accessories.
It states that

"All peripheral accessories are wireless, and unless slaved properly, offer a sneaky ingress into a userís PAN. Commlinks can have a maximum number of ďslavesĒ equal to their Data Processing. All other accessories are ďopenĒ connections and can be exploited."

Does this only apply to accessories or devices in general?

Does that mean if you gain access to device/accessory owned by a persona, that is not slaved to a PAN, then you gain that access level on the PAN as well automatically?

Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Smogg on <01-20-20/0355:17>
Page 36: "Extended tests have a dice pool and a threshold like Simple tests, but the threshold does not have to be met on a single roll"

Yet Probe matrix action is defined as an extended test but opposed at the same time!

Page 183: "PROBE (illegal) Cracking + Logic vs Willpower + Firewall or Firewall x 2 (Extended, 1 Minute)"

Furthermore on page 179 the host hacking example seems to treat Probe as an opposed test, not extended.


My best guess is that P36 need as additional note saying something like. "If the extended test is opposed rather than with a threshold, treat it as a standard opposed test but taking the specified time to perform"
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Michael Chandra on <01-20-20/0637:53>
Most Extended Tests do not face an opposing roll, but just a threshold. With Probe, however, you are basically only adding up your NET hits, and failing once on the reducing dicepool will fail the Probe.
Actually it is part of the push your luck aspect of the probe ... if you fail at any point you lose your progress and have to start over .. if you take the time to log off and rest there is practically no fallout except for the time spent but still it is still a factor of at what point do you go for it or not
And not that it matters now but the original duration on probe was an hour so that's a lot of time to lose
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Stainless Steel Devil Rat on <01-20-20/0916:24>
And to add on to what MC said, note that the new errata does specify that when you reboot and clear your Overwatch Score, you also clear out any backdoors as well.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: ZeroSum on <02-04-20/0612:40>
I've done a cursory search of this site and a quick google search, and I haven't been able to find a compiled list of the new errata. Has this been released yet and my google-fu is just weak, or are we still waiting for this?

As I have a physical copy of the GenCon book and not a digital one, I unfortunately do not have access to the updated digital file.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: skalchemist on <02-04-20/1058:42>
I've done a cursory search of this site and a quick google search, and I haven't been able to find a compiled list of the new errata. Has this been released yet and my google-fu is just weak, or are we still waiting for this?

As I have a physical copy of the GenCon book and not a digital one, I unfortunately do not have access to the updated digital file.
Zerosum, you bought this at GenCon itself, right?  I would contact Catalyst and ask them about the PDF.  They handed out little cards at the booth that had the way to get the PDF on it, you would have received one you just might not have known what it was.  I mean, it can't hurt?  Especially if you can provide a receipt or something to show you bought it there.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: hulka on <02-11-20/0749:57>
In a revised edition 1-20 CRB, there are some inaccuracies, among others.
The use of strength as a modifier for AR is solved in another thread. But in the example, a bike chain that has an AR 5 of CRB is used(p.250).
In Rigger section the calculation of Ford America speed in the example is either 34 or 43 (25+9 or 25+9+9), depending on how many rounds the acceleration is calculated. Not 44.
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Redwulfe on <03-28-20/1728:41>
Has an errata document been released for the January errat?
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Redwulfe on <04-02-20/1313:09>
It seems that the document was released after all. https://www.shadowrunsixthworld.com/wp-content/uploads/SR6-Core-Rulebook-Errata-Feb-2020.pdf (https://www.shadowrunsixthworld.com/wp-content/uploads/SR6-Core-Rulebook-Errata-Feb-2020.pdf)
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Michael Chandra on <04-02-20/1322:10>
There's just 6 fixes missing from the February file as far as I could tell from my diff-notes, and a few places where they made clear they were trying to fix things, but accidentally didn't fix it all. There's also a few items in the February file that aren't in the January PDF. I covered them all here:

https://forums.shadowruntabletop.com/index.php?topic=31170.msg536323#msg536323
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: skalchemist on <04-02-20/1404:58>
It seems that the document was released after all. https://www.shadowrunsixthworld.com/wp-content/uploads/SR6-Core-Rulebook-Errata-Feb-2020.pdf (https://www.shadowrunsixthworld.com/wp-content/uploads/SR6-Core-Rulebook-Errata-Feb-2020.pdf)
Whah?!

EDIT: to be clear, I'm taking complete credit for this, since I sent a message to Catalyst Game Labs on Facebook two days ago asking about this file.  You can thank me now.   ;D
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: Michael Chandra on <04-02-20/1412:49>
Guess Hardy forgot about uploading it after the long weekend. -,-
Title: Re: [SR6] Sixth World Core Book Errata File
Post by: marfish on <05-05-20/0844:20>
Quote from: SR6, p. 174
Data Processing is the raw computing power of a device. Data Processing governs how quickly a device can operate and contributes to running programs concurrently. The Data Processing attribute is the limit of many devices you can slave to it.

seems nothing wrong, right? but this "slave" is the only place that mentions it. Another place might hit about it are...

Quote from: SR6, p. 174
...(Devices) are used for rudimentary access, most commonly for commcalls and searches, as well as basic Matrix Firewall defense for devices attached to the userís PAN.

See this "Matrix Firewall"? there are nowhere to be found again!

I can kind of guess what it is about...using  the Firewall of the master device instead of the slaved ones, right? Just put a proper "rule" in it somewhere, please.