That the enhancement is incompatible with Initiative
Attribute because the
intent of the author at the time of writing might or might not have been that the enhancement should be incompatible with Initiative Attribute instead of incompatible with "Initiative Attribute, Initiative Score,
and Initiative Dice" is an interpretation of RAI.
RAW is "...incompatible with augmentations that affect Reaction or Initiative". By the RAW definition of "Initiative" that translate into "...incompatible with augmentations that affect Reaction, Initiative Attribute, Initiative Score or Initiative Dice".
Further; "p.52 Initiative" that you keep pointing too state
two things
1)
Initiative governs how quickly a character responds in a combat situation.2)
A character’s Initiative attribute is their Reaction plus their Intuition.The definition for
Initiative can be found on p.159
The definition for
Initiative Attribute can be found at p.159
Then you have "p.52 Initiative Dice" that state:
1)
Initiative Dice, as described on p. 159, are extra dice used to roll a character’s Initiative Score.The definition for
Initiative Dice can be found on p.159
The definition for
Initiative Score can be found on p.159
Initiative:
1)
Initiative governs how quickly a character responds in a combat situation. (p.52)
2)
Initiative determines the order in which characters act, as well as how often they act during a single Combat Turn. (p.159)
3)
Initiative is based on three factors: Initiative Attribute, Initiative Score, and Initiative Dice. (p.159)
Initiative Attribute:
1)
A character’s Initiative attribute is their Reaction plus their Intuition (p.52)2)
The Initiative Attribute is a derived attribute used to measure the speed, perceptiveness, and reaction rate of a combatant. (p.159)
3)
See the Initiative Attribute Chart to determine Initiative attributes for different types of combatants (Physical, Astral, Matrix, or Rigging) and their Base Initiative Die. (p.159)
The only inconsistency between p.52 and p.159 that I can see is that Initiative Attribute on p.52 only talk about the more common Physical Initiative Type, while the definition of Initiative Attribute on p.159 goes into more detail and also cover how to derive the Initiative Attribute for Astral, Matrix: AR, Matrix: cold-sim VR, Matrix hot-sim VR and Rigging AR.
How much advance warning do you need that you're going into combat.
~10 minutes (or ~200 combat turns).
...but that might be the case for anybody...
Improved Reflexes does not even have an activation time (unlike all the adept powers that do have an activation time), not even sure they
can turn it off even if they want to. There is no real game mechanic disadvantage of having Wired Reflexes on at all times (except when you
want to move slow - like when walking pass a motion sensor). Most magicians that rely on Increased Reflexes re-cast the spell each morning and then sustain it until they go to sleep or fall unconscious (often in a way to get rid of the -2 distraction modifier for mentally sustaining the spell). Synaptic Boosters are also always active i believe.
Ze, using
bold in every single post you make put a.... not sure how to say this... mm.. "hostile"(?) tone on your posts. I am sure the intention is just to highlight specific words but that is how i perceive it when i read it. might just be me, or how this forum really make
bold "stand out". I don't know

(no biggie, but I thought I should at least mention it once so you know. at least on this forum i found using
italics work much better for "highlighting" a word).