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#226
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Moving Target ![]() ![]() Group: Members Posts: 734 Joined: 30-August 05 Member No.: 7,646 ![]() |
I noticed when building characters that making a piece of 'ware Alpha increases its availability by 2. This makes sense to me, but I can't seem to find the relevant passage in the core book. As far as I can tell, the only thing that makes alpha-deltaware harder to come by than basic ware is the restrictions on why kind of setup can install them. (p122 Augmentation) |
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#227
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 ![]() |
Arsenal 165, there is no availability modifier on ANY cyberware except secondhand (-1).
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#228
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
Correct, the increased availability of higher grade wares is not in the rule books.
According to the Core Book, "Alphaware is more Essence friendly than standard cyberware, but is more costly as well. Betaware and deltaware are even more Essencefriendly and expensive, but are also harder to acquire and are not available to starting characters." It seems that in the interest of simplifying things, SR4 removes availability modifiers for Cyberware Grades in the Core Book, and simply said 'Starting Characters Cant Have Beta/Delta at start". This is an unnecessary and inadequate simplification, which is apparent in later books. When they added a new Grade in the Augmentation book, 'Secondhand', they decided to go against their simplification and add an availability modifier. And then in the Runners Companion they added new qualities, one which raises the 12 availability starting limit to 16, and another that allows players to purchase one Item at availability of 20 or less. Since the Core book was assuming a 12 availability limit, it simply said Beta/Delta is a no-no... But if you pay for a quality that allows you to get hard-to-get items at start, why shouldnt you be able to apply this to Cyberware? The simple answer is, you should not be able to because the Shadowrun rules dont specifically allow it. My group's answer and house rule is to facilitate it through using Availability modifiers on Otherwise unattainable goods. The modified availability is not a mistake, but a house rule. I could add a switch as other house rules, but it is not in my interest to add switches for every Optional or every house rule, especially when they are not affecting the usability of the spreadsheet. If you do not like the modified availability of Different Grades of Essence, simply dont get Beta/Delta ware on your starting character, and ignore the modified availability of Alphaware. |
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#229
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,768 Joined: 31-October 08 From: Redmond (Yes, really) Member No.: 16,558 ![]() |
I appreciate the clarification. This makes much more sense to me than does the "core" ruleset, and works nicely with Augmentation. Thank you!
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#230
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Moving Target ![]() ![]() Group: Members Posts: 734 Joined: 30-August 05 Member No.: 7,646 ![]() |
The modified availability is not a mistake, but a house rule. I could add a switch as other house rules, but it is not in my interest to add switches for every Optional or every house rule, especially when they are not affecting the usability of the spreadsheet. Actually, if your house rule makes cyber/bio that is normally available at chargen by RAW (ie, Alphaware Cyber Torso) appear unavailable, it is impacting the usability of the spreadsheet. For those that don't want to use Damien's house rule, unhide Sheet1 and find the Grade table (named cell reference of Complete_Grade_Table) You can reset the values to RAW (0,-1,-1,0,0,0) or something else more to your liking. (Maybe you liked old school costs and want to make alpha-delta cost x4, x8, x10.) Are there any other house rules incorporated into the sheet? |
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#231
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Moving Target ![]() ![]() Group: Members Posts: 129 Joined: 28-October 07 Member No.: 13,928 ![]() |
Actually, if your house rule makes cyber/bio that is normally available at chargen by RAW (ie, Alphaware Cyber Torso) appear unavailable, it is impacting the usability of the spreadsheet. For those that don't want to use Damien's house rule, unhide Sheet1 and find the Grade table (named cell reference of Complete_Grade_Table) You can reset the values to RAW (0,-1,-1,0,0,0) or something else more to your liking. (Maybe you liked old school costs and want to make alpha-delta cost x4, x8, x10.) Are there any other house rules incorporated into the sheet? It'd be hugely complicated, but it might be nice to just have a "House Rules" sheet, where things like maximum BP worth of positive and negative qualities, starting BP, Availability of 'ware grades, etc. are all listed and editable. |
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#232
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,768 Joined: 31-October 08 From: Redmond (Yes, really) Member No.: 16,558 ![]() |
I don't know if this has been noted already, but the sheet doesn't know how to calculate the average of limb attributes when you have a partial cyberlimb.
Also, I noticed that when I got muscle toner 2, Agility went up by 1... 3, by 2... 4, by 3. Often when I enter something into active skills (and a few other places) it puts spaces (usually 2, sometimes more) before the entry. This does not appear to be related to whether or not the entry in question is a specialization. I think most or all of my other complaints have been handled above. [edit]: The Availability of the Obvious cyberskull should be 16, not 6; the Obvious cyberskull with casemod should be 20, not 10. Pages 336 core (basic availability) and 165 Augmentation (casemod availability modifier). |
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#233
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
QUOTE Actually, if your house rule makes cyber/bio that is normally available at chargen by RAW (ie, Alphaware Cyber Torso) appear unavailable, it is impacting the usability of the spreadsheet. Yes, if the availability of your Alphaware is raised by two, and the cell turns yellow, requiring you to mentally subtract 2 to determine weither it is actually available in RAW... I can see how that would make the sheet unusable. I mean, a cell... in yellow. Mentally subtracting 2 from 13 or 14... jeez, I am so sorry for causing this huge problem. Ok, I done being sarcastic. Added 'Wares Availability House Rule' to the option rules list. Click it to turn it off and use the broken RAW rules. Yay for Used Alphaware! Who will ever want to get Standard grade again, since used alphaware is easier to get, same price, and lower essence. In fact, I am just going to remove standard grade from the sheet, because why would anyone ever want to use it under the super-awesome RAW wares availability rules? Alright, I guess I wasn't done being sarcastic. Sorry. Look for the new Wares switch in Beta 8. It'd be hugely complicated, but it might be nice to just have a "House Rules" sheet, where things like maximum BP worth of positive and negative qualities, starting BP, Availability of 'ware grades, etc. are all listed and editable. Its not hugely complicated. There is already a section for house-rules and optional rules on the main sheet, it would simply require moving this section to its own sheet and adding a couple of variables to it. The question is, is there a need for it? Currently I very much like having the switches on the Main sheet. Its nice and easy to update. Adding a sheet for changing the BP is insufficient reason. Cell AB12 is unprotected. Simply change the value there. If you have a houserule that allows a different Quality limit, simply Ignore the Conditional Highlighting on Qualities. If there becomes a list of house rules/variables that is long enough, I will examine the possibility of moving them to a separate sheet. QUOTE I appreciate the clarification. This makes much more sense to me than does the "core" ruleset, and works nicely with Augmentation. Thank you! You are sane like me, and I appreciate that.Every man is wise when attacked by a mad dog; fewer when pursued by a mad woman; only the wisest survive when attacked by a mad notion. - Robertson Davies |
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#234
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
I don't know if this has been noted already, but the sheet doesn't know how to calculate the average of limb attributes when you have a partial cyberlimb. Correct, the sheet does not distinguish between partial and full limbs. It also does not facilitate modular limbs, nor does it increase your hit boxes for each full limb. These problems are remedied in version 8. QUOTE Also, I noticed that when I got muscle toner 2, Agility went up by 1... 3, by 2... 4, by 3. I would have to know your race, BP put into agility, and number of cyberlimbs and associated agility augmentations if I were to identify the problem. What I see is this: Muscle Toner raises agility by its rating. If I get enough cyberlimbs (which have base agility 3) they can pull down the average agility, which could cause you to see a lower return on Muscle Toner. Think like this: If you have two cyber legs and two cyber arms, the only place muscle toner would help would be your torso and head, so 3 points of agility bonus in the torso and head would not add 3 to your overall agility. There was a problem with the averaging in Beta 7, in that it was Rounding the average, when it needs to be Flooring it. Fixed in Beta 8. QUOTE Often when I enter something into active skills (and a few other places) it puts spaces (usually 2, sometimes more) before the entry. This does not appear to be related to whether or not the entry in question is a specialization. Oh, if only I could figure out how to add spaces in front of specializations. I tried very hard in the Custom Formatting setting to come up with a way for this, but alas I could not. There should be two spaces in front of any Active skill that could potentially be part of a skill group. If you could list any active skills that have more than 2 spaces, I will promptly fix them. I find that the spaces makes it alot easier to identify the Group relationships. If your remove them, formulas that check for a certain skill (like max # of spells) will fail, so dont do it. QUOTE I think most or all of my other complaints have been handled above. Were you to fully subscribe to the philosophies of your signature (which are very clever btw), you might instead say "Besides the issues noted above, it seems our hard work has really paid off, as the bugs I have previously reported are resolved."QUOTE The Availability of the Obvious cyberskull should be 16, not 6; the Obvious cyberskull with casemod should be 20, not 10. Pages 336 core (basic availability) and 165 Augmentation (casemod availability modifier). As you have aptly noted, I have duly complied. Corrected in Beta 8. |
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#235
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Moving Target ![]() ![]() Group: Members Posts: 129 Joined: 28-October 07 Member No.: 13,928 ![]() |
Its not hugely complicated. There is already a section for house-rules and optional rules on the main sheet, it would simply require moving this section to its own sheet and adding a couple of variables to it. The question is, is there a need for it? Currently I very much like having the switches on the Main sheet. Its nice and easy to update. Adding a sheet for changing the BP is insufficient reason. Cell AB12 is unprotected. Simply change the value there. If you have a houserule that allows a different Quality limit, simply Ignore the Conditional Highlighting on Qualities. If there becomes a list of house rules/variables that is long enough, I will examine the possibility of moving them to a separate sheet. Well, I started off thinking of it as a whole page with large amounts of house rule specification, but then I got bogged down and ran out of ideas. Mentally, it's the difference between having a checkbox to specify "Use custom 'ware availability" and having four fields to specify what those four custom numbers are. I do admit to choosing poor examples. :/ |
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#236
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 ![]() |
We have AIs added in yet? I went to start on this one idea and noticed that AI wasn't selectable.
I'm sure it'd take a lot of rewriting, sadly (no physical attributes, etc). :-\ |
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#237
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Moving Target ![]() ![]() Group: Members Posts: 734 Joined: 30-August 05 Member No.: 7,646 ![]() |
Yes, if the availability of your Alphaware is raised by two, and the cell turns yellow, requiring you to mentally subtract 2 to determine weither it is actually available in RAW... I can see how that would make the sheet unusable. I mean, a cell... in yellow. Mentally subtracting 2 from 13 or 14... jeez, I am so sorry for causing this huge problem. I said impact (particularly for those who don't memorize availability), not render useless. (IMG:style_emoticons/default/nyahnyah.gif) I actually prefer going over to Sheet1 and monkeying with the costs myself ... easily done with or without your switch Oh, if only I could figure out how to add spaces in front of specializations. I tried very hard in the Custom Formatting setting to come up with a way for this, but alas I could not. There should be two spaces in front of any Active skill that could potentially be part of a skill group. If you could list any active skills that have more than 2 spaces, I will promptly fix them. (" "&Cell reference) doesn't work? It should. Is Excel auto-trimming the leading spaces? It works in OpenOffice (but I still can't get the char(10) to work. |
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#238
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Moving Target ![]() ![]() Group: Members Posts: 129 Joined: 28-October 07 Member No.: 13,928 ![]() |
We have AIs added in yet? I went to start on this one idea and noticed that AI wasn't selectable. I'm sure it'd take a lot of rewriting, sadly (no physical attributes, etc). :-\ Nope, not yet. I actually played with an AI sheet just a few days ago. All you really need to do is manually set the physical attributes to 0 in the X/Y section (which requires unprotecting the sheet), then kill any errors that causes. (IMG:style_emoticons/default/wink.gif) Set Edge maximum to the average of the four mental stats, then set your total BP to 290, and otherwise treat the character as human (IMG:style_emoticons/default/nyahnyah.gif) |
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#239
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
Nope, not yet. I actually played with an AI sheet just a few days ago. All you really need to do is manually set the physical attributes to 0 in the X/Y section (which requires unprotecting the sheet), then kill any errors that causes. (IMG:style_emoticons/default/wink.gif) Set Edge maximum to the average of the four mental stats, then set your total BP to 290, and otherwise treat the character as human (IMG:style_emoticons/default/nyahnyah.gif) That sounds very easy. If that is all we need, I can setup the cells to respond accordingly if AI is selected for race. Isn't there more to it though... like selecting from a different skill list? By the way, I realized that List Validations can utilize very complex functions, which inspired me to redesign part of the cyberparts page. Cant wait for everyone to see it (IMG:style_emoticons/default/smile.gif) |
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#240
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 ![]() |
Well, they do have 2 special attributes: Firewall and...shoot, one of those other comlink ones (the other two are the same as the node they're in).
There are a few funky things but I'm not sure how they work (programs and whatnot). |
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#241
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Moving Target ![]() ![]() Group: Members Posts: 734 Joined: 30-August 05 Member No.: 7,646 ![]() |
AIs have Mental Attributes, Edge, Rating (average of 4 Mental Attributes) and used as maximum for Edge. System and Firewall is derived from Mental Attributes. An AI's home node's 4 matrix attributes are improved by the AI's Mental Attributes.
They are also restricted on what qualities they can buy and have 2 AI only qualities. |
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#242
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Moving Target ![]() ![]() Group: Members Posts: 129 Joined: 28-October 07 Member No.: 13,928 ![]() |
That sounds very easy. If that is all we need, I can setup the cells to respond accordingly if AI is selected for race. Isn't there more to it though... like selecting from a different skill list? By the way, I realized that List Validations can utilize very complex functions, which inspired me to redesign part of the cyberparts page. Cant wait for everyone to see it (IMG:style_emoticons/default/smile.gif) I think they have all the normal skills, but they can't use any physical/combat/etc skills unless they're running a drone that can do it, so they're not the smartest things for the AI to buy (that's what autosofts are for). |
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#243
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,768 Joined: 31-October 08 From: Redmond (Yes, really) Member No.: 16,558 ![]() |
QUOTE Often when I enter something into active skills (and a few other places) it puts spaces (usually 2, sometimes more) before the entry. This does not appear to be related to whether or not the entry in question is a specialization. Oh, if only I could figure out how to add spaces in front of specializations. I tried very hard in the Custom Formatting setting to come up with a way for this, but alas I could not. There should be two spaces in front of any Active skill that could potentially be part of a skill group. If you could list any active skills that have more than 2 spaces, I will promptly fix them. I find that the spaces makes it alot easier to identify the Group relationships. If your remove them, formulas that check for a certain skill (like max # of spells) will fail, so dont do it. Thank you for that clarification. I was wondering why I had max spells zero! QUOTE I think most or all of my other complaints have been handled above. Were you to fully subscribe to the philosophies of your signature (which are very clever btw), you might instead say "Besides the issues noted above, it seems our hard work has really paid off, as the bugs I have previously reported are resolved." That's what I meant; in my defense, I was tired and in much pain at the time (IMG:style_emoticons/default/smile.gif) I very much appreciate the work you've done here, and look forward with much anticipation to the next incarnation of the sheet. I've been collecting odd quotes for years; those are just a few of the ones which touch me the most. I'm glad you like them. Oh, and I think this has been mentioned before, but just in case... the Magic final attribute seems to be referencing Edge, regardless of what you pay for in the Magic box. [Edit]: I just tried to put an internal silencer in a Hamerli 620S, and the entry (for Silencer) turned yellow. The only other modification on the weapon is Electronic Firing. I can't seem to find a rule which makes any of these things incompatible. |
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#244
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,228 Joined: 24-July 07 From: Canada Member No.: 12,350 ![]() |
This is a great spreadsheet Damien, I really enjoy working with it. Here are a few things I've noticed:
* Media Junkie negative qualities from Unwired are not listed * Replacing the vehicle armor should take up Mod slots: 1 for normal, 2 for Concealed or Smart * The GMC Bulldog Step-Van should get 4 additional Mod slots Great work on this. I hope you get all the bugs worked out! |
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#245
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,768 Joined: 31-October 08 From: Redmond (Yes, really) Member No.: 16,558 ![]() |
Nanohives are not listed in the cyberparts tab (for those of us who want to spend Capacity, not essence).
Also, I was thinking you could treat it like a limb and give it space on that screen for adding nanite colonies (just like adding augmentations to cyberlimbs). My 2 cents. [Edit]: I just noticed you don't have auto-injectors listed in cyberparts either. Zero capacity cost ftw! |
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#246
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Moving Target ![]() ![]() Group: Members Posts: 204 Joined: 16-June 07 From: Finland Member No.: 11,928 ![]() |
I just noticed that selecting an infection doesn't unhide the magic attribute. The essence bit was mentioned before, so maybe this is already being worked on. The infected should be able to increase their magic attribute (RC p77).
Great job so far! We have houseruled the skill costs to 50% (ala Frank). I changed the cells to reflect this, and everything works great :) Huge thanks from Finland! |
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#247
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,768 Joined: 31-October 08 From: Redmond (Yes, really) Member No.: 16,558 ![]() |
Trid Phantasm has a listed Drain Value of (F ÷ 2) 3 instead of (F ÷ 2) + 3 (missing plus sign)
[Edit]: The heavy crossbow is just listed as "Heavy". [Edit 2]: When I create a SURGE III character in Karmagen and choose SURGE III in the Negative Qualities section, it starts giving me Karma after 15 (as if I was using BP) instead of 30 (the proper Karma value) points of negative metagenic qualities. [Edit 3]: PPP Leg and Arm Casings should have the option of only wearing one or the other (and possibly a houseruled reduced price for same) for +0/+1 instead of +1/+1 (for if that extra +1 is putting you over limit) [Edit 4 (Yes, I've been doing a lot with the chargen tonight)]: The harpoon gun's ammo should read 5m (Arsenal 18); Light, Medium and Heavy crossbows should read 4m (306 core). [Edit... screw it, when is someone else going to post?]: Natarki (and anyone who picks Shiva Arms) need 2-4 extra limbs in the "cyber parts" tab. Menehune should have dwarven stat modifiers Just to clarify, I'm not complaining. This generator is awesome, even with all the bugs, and most of them are fairly easy to work around. I just want to help you make it even better (IMG:style_emoticons/default/smile.gif) |
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#248
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Moving Target ![]() ![]() Group: Members Posts: 691 Joined: 27-February 08 From: Pismo Beach, CA Member No.: 15,715 ![]() |
Might want to change "Infection" to "Race" or sumsuch where the point costs are displayed (to the right of the attributes) It was confusing trying to figure out why the elf character I'm building listed a 30 point "Infection" cost.
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#249
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Moving Target ![]() ![]() Group: Members Posts: 734 Joined: 30-August 05 Member No.: 7,646 ![]() |
So at what point do we plan a Run on DamienKnight for this mythical Beta 8?
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#250
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,328 Joined: 2-April 07 From: The Center of the Universe Member No.: 11,360 ![]() |
So at what point do we plan a Run on DamienKnight for this mythical Beta 8? Give him a break!! It Christmas almost. (IMG:style_emoticons/default/smile.gif) Anyway, I was just using The latest version 7B for an NPC and I noticed when I tried to add Mobility II to the SWAT Armor it did not take up capacity, it does add capacity if I use the rating and setting it to 2 but only uses 2 points of capacity (should be 4). So I don't think it is WOAD, but I could be wrong. |
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