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> Things you are dislike or are afraid of in SR5, The shadow lurking in the dark
Irion
post Jun 27 2013, 09:20 PM
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Hello dear dumshockers,
This thread shall be a short collection of stuff you are afraid was changed in a bad way or you are afraid was not changed. Mechanics you feel will cause frustration or the like.
I started this thread because it seems to me a lot of threads are just experiencing a lot of "cross contamination". The fear of one thing causes people to be much more cautious about something they might not have cared about. This thread shall serve as an overview of whats the bandwidth of negative expections overall.
I would like it, if discussion about the single points was kept to a minimum, but I guess I myself will have a hard time with that.
To show how I imagine it, I will give a few examples.

@Mods: If you feel this thread gets out of hand or contributes to falming feel free to delete it. I am aware that it is walking a fine line.

Things I fear were not changed:
Essence loss: The point that you could buy back magic for few Karma and this way enjoy the benefits of both ware and magic has always bothered me. It increases the gap between the good and not so good created mage or adept but mostly it enables espacially adepts to get the best of both worlds, making it very hard for SAMs to compete with them in the end.

Things I fear were changed in a bad way:
Mystical adepts: This fear is augmented by my fear of the Essence loss mechanic. If mystic adepts are able to buy up powerpoints for a few points of Karma they would now be able to get the best of nearly three worlds. Beeing a good mage, a good adept and a SAM. Sure they would need to spread the Karma around, but due to the fact how many synergies existed in SR4.01 this dissadvantage will not carry very far I fear.

High Quality Ware becoming too cheap: Ok, thats kind of a hard point to really get behind. While it seems to be a great thing to give the SAM more ware, I am afraid that cheap high quality stuff will not really get to benefit the SAM the most. It will be great for characters who use only part of their essence for ware. And again this concern is again mostly due to the first two. It would mean that not only can magic characters now benefit from more ware for the same essence but they will be also able to lower the "side effects" like detectability by cyberware scanners. For a SAM that will probably not work at all, due to the larger amount of ware he will be using.



You see most of my fears are connected to each other. They burn down to the balancing between mages and sams. I would be interested if it is the same for you or if you are dealing with more or less independent fears. And I would like it if you too could but your "fears" in context. I tried you may the judge of my success.

Thanks
Irion
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Moirdryd
post Jun 27 2013, 09:55 PM
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Nonsensical Online Active Cyberware.
I think we all know the perceived/"actual" problems here. Matrix Bonus can be very cool but only for the stuff that it logically makes sense for.

Lack of Tradition impact in magic making it all "the same thing really".
I'm hoping the magic book supplement delivers more of the cool flavour (mechanically and setting) that SR 4 removed in the name of streamlining.

Lack of Setting Material matching up with mechanical implementation.
The Smartlink and some of the other Cyberware stuff already does that, but it's not insurmountable. Other stuff though? Who knows.

Mystic Adepts.
They just look broken out the gate and don't slow down.
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Not of this Worl...
post Jun 28 2013, 01:12 AM
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QUOTE (Moirdryd @ Jun 27 2013, 01:55 PM) *
Nonsensical Online Active Cyberware.
I think we all know the perceived/"actual" problems here. Matrix Bonus can be very cool but only for the stuff that it logically makes sense for.

Lack of Tradition impact in magic making it all "the same thing really".
I'm hoping the magic book supplement delivers more of the cool flavour (mechanically and setting) that SR 4 removed in the name of streamlining.

Lack of Setting Material matching up with mechanical implementation.
The Smartlink and some of the other Cyberware stuff already does that, but it's not insurmountable. Other stuff though? Who knows.

Mystic Adepts.
They just look broken out the gate and don't slow down.


This. Nothing more and nothing less.
That said, everything being hackable including your cyberware and underwear was a thing when 4th edition came out of the gate and they backed off of it a lot. They liked the idea and tried to give it a mechanic, but people are as fond of the idea as they are of the Xbone. Hopefully they'll pull a Microsoft and walk this back in future supplements.

I hope the new magic books really gives us some good details on different "Spirit Types" and creates a good difference to the traditions in how they interact with them.

Maybe I'll have more when I finally have a book in hand.
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Glyph
post Jun 28 2013, 01:47 AM
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Street samurai can't shoot twice using simple actions, have fewer passes under the new initiative rules, suffer from social penalties from low Essence, don't halve the lower of the two between cyberware and bioware, and are either vulnerable to wireless hacking, or gimped in the basic functionality of their 'ware.

Obviously, SR5 does not go far enough in gimping those pesky street samurai. I propose a "random cyberware damage" table that the GM can roll on several times a session. Or maybe instead of all of these complicated hacking rules, they could just say that deckers can command a street samurai with a free action, and the street samurai is compelled to obey because of all of his cyberware.
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KarmaInferno
post Jun 28 2013, 04:01 AM
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QUOTE (Glyph @ Jun 27 2013, 09:47 PM) *
Street samurai can't shoot twice using simple actions...

Well, yes and no.

The firearm attack actions are now:
SR4 ---> SR5
Single Shot ---> Single Shot (Simple Action, 1 bullet)
Two Shots ---> Semi-Auto Burst (Complex Action for SA weapons, 3 bullets)
Burst Fire ---> Burst Fire (Simple Action for BF/FA weapons, 3 bullets)
Two Bursts ---> Long Burst (Complex Action for BF weapons, 6 bullets)
Long Burst ---> Full Auto 6 (Simple Action for FA weapon, 6 bullets)
Full Auto ---> Full Auto 10 (Complex Action for FA weapons, 10 bullets)

More or less, "firing twice" in SR4 is now combined into one attack. Two shots became a burst, two bursts became a long burst. You're throwing the same number of bullets downrange (plus one extra in the case of SA bursts), but just rolling to hit once.

And if you want to dual-gun fight, you can do that too, but you split your dice pool.



-k
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RHat
post Jun 28 2013, 04:06 AM
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QUOTE (KarmaInferno @ Jun 27 2013, 10:01 PM) *
Well, yes and no.

SR4 ---> SR5
Single Shot ---> Single Shot (Simple Action)
Two shots ---> Semi-Auto Burst (Complex Action for SA weapons)
Burst Fire ---> Burst Fire (Simple Action for BF/FA weapons)
Two Bursts ---> Long Burst (Complex Action for BF/FA weapons)
Full Auto ---> Full Auto (Simple Action OR Complex Action for FA weapons)

More or less, "firing twice" in SR4 is now combined into one attack. Two shots became a burst, two bursts became a long burst.



-k


The difference he's getting at is that SR4 allowed you to deliver the weapon's damage code twice using Simple Actions.
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cndblank
post Jun 28 2013, 04:17 AM
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QUOTE (Glyph @ Jun 27 2013, 07:47 PM) *
Street samurai can't shoot twice using simple actions, have fewer passes under the new initiative rules, suffer from social penalties from low Essence, don't halve the lower of the two between cyberware and bioware, and are either vulnerable to wireless hacking, or gimped in the basic functionality of their 'ware.


Street Sam with 4(6) Reaction, 4 Intuition, Initiative 10 and Wired II.

SR4 will get 3 or four successes and a total Initiative Total of 14 with 3 passes.

SR5 will get an average of 11 on 3 dice so Initiative Total of 21 which is 3 passes at -10 initiative per pass.
Plus a free action every initiative pass and things like blocking and dodging a single attack are at only -5 initiative.
If you get a 26 Initiative Total you can get 3 passes and do a dodge.

As far as Bioware and Cyberware, Alpha, Beta, and Delta grade ware is much cheaper which will more than make up for it.
For example Delta Ware is only 2.5 times base cost instead of 10 times base cost.
Also it is so much easier to upgrade.
For an existing character the GM can just convert some of the bioware and cyberware to the next grade to make up for the missing essence.

Low essences will likely only subtract one or two from the social limit.

I'm just going to house rule the last one.

As far as attacking with 2 bursts, as a GM, I like the other players getting a chance to act against the enemy before the Street Sams and Physical Adept clean up.

And having recoil be cumulative for the turn unless a non shooting actions is taken is brilliant.
I understand that you get Strength divide by 3 plus 1 in natural Recoil Comp.
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KarmaInferno
post Jun 28 2013, 04:25 AM
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I would throw in that at Origins my Russian hitman was dropping a mook nearly every pass with his rifle.

Casters were taking multiple rounds to drop folks, though they had more options for mass targeting.




-k
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Epicedion
post Jun 28 2013, 05:26 AM
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QUOTE (cndblank @ Jun 28 2013, 12:17 AM) *
Street Sam with 4(6) Reaction, 4 Intuition, Initiative 10 and Wired II.

SR4 will get 3 or four successes and a total Initiative Total of 14 with 3 passes.

SR5 will get an average of 11 on 3 dice so Initiative Total of 21 which is 3 passes at -10 initiative per pass.
Plus a free action every initiative pass and things like blocking and dodging a single attack are at only -5 initiative.
If you get a 26 Initiative Total you can get 3 passes and do a dodge.


In the larger sense, the Street Samurai will go first again, which was something SR4 sorely lacked, since you could have 3 IPs and still be going behind the 1 IP and 2 IP characters if those happened to get a good roll. This ran contrary to the idea that they're getting all of these extra actions because of their superfast reaction time. Now 'going first' and 'going a lot' are tied to the same roll. Much better.
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Moirdryd
post Jun 28 2013, 09:40 AM
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From what I've seen Street Samurai function a lot like they do in 3rd. Which is fine. We also have four other threads where we are discussing these things. I think we should try and keep this one on topic and just to statements about our personal worries and discuss them in the other threads.
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Cain
post Jun 29 2013, 03:38 AM
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I'm not going to comment on the other points (others will do that for me) but I'll point out that my longstanding argument has always been that Edge was overpowered. Now, it looks as if it's even more overpowered than before. Does anyone have any argument to counter this?
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cndblank
post Jun 29 2013, 04:04 AM
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Well you might be getting Edge back more often but you will also be using it more if you are hitting any limits hard.
Plus with fewer dice being thrown (at least until players get their skills in the 7 to 12 range), people will need Edge more often.
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RHat
post Jun 29 2013, 05:24 AM
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QUOTE (Cain @ Jun 28 2013, 08:38 PM) *
I'm not going to comment on the other points (others will do that for me) but I'll point out that my longstanding argument has always been that Edge was overpowered. Now, it looks as if it's even more overpowered than before. Does anyone have any argument to counter this?


The importance of Edge gives mundanes a nice little boost over Awakened, as they'll trend towards higher Edge?
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Glyph
post Jun 29 2013, 06:23 AM
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Edge is a lot easier to get for humans (a mundane human will have a minimum of 5 Edge), and refreshes a bit faster, but... while talking about something I like may be a bit off topic, I do like the changes they made - it is a lot clearer how spending Edge works now. And it's mostly little things, like clearly stating that re-rolling dice doesn't let you negate a glitch or a critical glitch. One big change - long shot tests are gone.
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Cain
post Jun 29 2013, 07:28 AM
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QUOTE (Glyph @ Jun 28 2013, 11:23 PM) *
Edge is a lot easier to get for humans (a mundane human will have a minimum of 5 Edge), and refreshes a bit faster, but... while talking about something I like may be a bit off topic, I do like the changes they made - it is a lot clearer how spending Edge works now. And it's mostly little things, like clearly stating that re-rolling dice doesn't let you negate a glitch or a critical glitch. One big change - long shot tests are gone.

Well, that's good news at least. Is there something replacing it?
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RHat
post Jun 29 2013, 07:36 AM
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QUOTE (Cain @ Jun 29 2013, 12:28 AM) *
Well, that's good news at least. Is there something replacing it?


There's some speculation that most negative dice pool modifiers are being shifted to Limit modifiers, reducing the necessity of Long Shot Tests.
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Irion
post Jun 29 2013, 08:20 AM
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Well, I found the rules in the preview for edge. I think the only thing which really got on top of everything is the "one point of Edge per day" rule, as far as I see it. And looking at the other rules it quite seems like, well not that extrem.
I can't get around if If I do like the idea that the rate of refreshing edge does not depend on the attribute or if I do not like the idea...

Second Edit: Sorry, RHat I kind of found the part and changed my post before I saw yours.
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RHat
post Jun 29 2013, 08:23 AM
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Every in-game day.
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Medicineman
post Jun 29 2013, 08:30 AM
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QUOTE (Cain @ Jun 28 2013, 10:38 PM) *
I'm not going to comment on the other points (others will do that for me) but I'll point out that my longstanding argument has always been that Edge was overpowered. Now, it looks as if it's even more overpowered than before. Does anyone have any argument to counter this?

I don't (IMG:style_emoticons/default/smile.gif)
I think You're right
I guess we'll be seeing a lot of "High Edge Chars" in the Future
(including some of mine (IMG:style_emoticons/default/grinbig.gif) )

He who dances with the Flow
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Medicineman
post Jun 29 2013, 08:34 AM
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QUOTE (cndblank @ Jun 28 2013, 11:04 PM) *
Well you might be getting Edge back more often but you will also be using it more if you are hitting any limits hard.
Plus with fewer dice being thrown (at least until players get their skills in the 7 to 12 range), people will need Edge more often.

or unless they Houserule The Matrix Bonus
and give Smartlink its rightfull +2 Dice or Laserpointer +1Dice without any WiFI-connection
You'll even have a higher Dice Pool ,especially with Higher Skilled Chars
F.E. Attr 10 & Skill 10 & Special 2 & Smart+2 = 24 Dice to Hit with higher Weapondamage and higher Soakpool

with a higher Dance
Medicineman
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Glyph
post Jun 29 2013, 09:24 AM
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QUOTE (Cain @ Jun 29 2013, 12:28 AM) *
Well, that's good news at least. Is there something replacing it?

Not as such, although the main new function is that it overrides limits.

Due to the wording on physical Drain, it is unclear whether getting a lot of successes for spellcasting using Edge would turn the Drain physical or not (having successes over your Magic rating makes Drain physical - normally this would only be possible with overcasting, but Edge can do it too). I only have the previews, so maybe the full ruleset has an answer.
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Sendaz
post Jun 29 2013, 09:38 AM
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QUOTE (Glyph @ Jun 29 2013, 05:24 AM) *
Not as such, although the main new function is that it overrides limits.

Due to the wording on physical Drain, it is unclear whether getting a lot of successes for spellcasting using Edge would turn the Drain physical or not (having successes over your Magic rating makes Drain physical - normally this would only be possible with overcasting, but Edge can do it too). I only have the previews, so maybe the full ruleset has an answer.

I think it was Bull who commented on this in another thread. If your successes exceed your magic it will be Physical and that includes if you are using edge. So you can burn edge for pulling off a bigger hit, but you pay for it.

I am still not sure I like this amending as you will get cases where you throw a overcast force spell, but if you roll low on the successes you still only suffer Stun drain. Yes the end damage is low as well, but you were still trying to channel a high level of mana through your system, you are still overstressing the body, but because you basically fumbled the casting you don't suffer the backlash so badly. It actually rewards low rollers in a way.

Again this will be rare cases as your dice in these situations should roll plenty, but still it is an oddity in the math that will pop up from time to time.

I am still debating with house ruling it back to Force over Magic = Physical, but will try the new way for a while to see how much of an effect on play it has first. I suspect they did this to lessen the impact of drain a hair since it changed to just F instead of the old F/2.
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Shemhazai
post Jun 29 2013, 09:49 AM
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I'm afraid that Quickening will still be essentially broken. If you Quicken a buffing spell of any sort on someone, then that person can no longer successfully infiltrate anywhere with even low-level magical wards set up, because the people involved in setting them up are automatically notified when active spells cross them. Then they'll send someone capable of dispelling your Quickened spell. Who would waste Karma that way?
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Elfenlied
post Jun 29 2013, 09:54 AM
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QUOTE (KarmaInferno @ Jun 28 2013, 05:01 AM) *
And if you want to dual-gun fight, you can do that too, but you split your dice pool.


So dual-wielding is as bad as it is in SR4?
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RHat
post Jun 29 2013, 09:58 AM
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QUOTE (Elfenlied @ Jun 29 2013, 02:54 AM) *
So dual-wielding is as bad as it is in SR4?


Given that you can get an overall larger dice pool due to the higher skill caps... Maybe, maybe not.
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