Catalog of SR4A Changes, Please keep this one useful. |
Catalog of SR4A Changes, Please keep this one useful. |
Mar 20 2009, 11:55 PM
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#1
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Mr. Johnson Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 |
I'd love to see a topic/thread/thing that might contain all of the changes from errata 1.5 to SR4A that folks have thusfar spotted. One that is unadulterated by commentary. I believe someone else tried it and it became a discussion, which isn't helpful.
So, please post any differences in rules that you find between the fifth printing and SR4A. JUST THE FACTS, PLEASE. I'd love to offer a prize for the most finds, but I don't know what I can actually offer (I'm pretty cheap these days). PLEASE TAKE COMMENTARY ELSEWHERE. Pretty please. EDIT: If you MUST comment, at least include a well-described change. I'm compiling stuff here, if it's sufficiently specific. [ Spoiler ]
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Mar 21 2009, 01:10 AM
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#2
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Running Target Group: Members Posts: 1,076 Joined: 31-August 05 From: Rock Hill, SC Member No.: 7,655 |
It might be wise to edit your original post as they accumulate here, that way people can look at the first post and see at a glance what is changed. I'll put a few here.
* The cost of raising Attributes has been raised from (New Rating) x 3 to (New Rating) x 5 * When modifying or upgrading computer hardware (the Matrix attributes of commlinks, drones, etc.) the highest you can improve the ratings is the original ratings + 2. * The critter/spirit power of Movement has been nerfed. * Direct combat spells have a new mechanic that nerfs them. * The sprite power of Diagnostics has a slight nerf to it, limiting how many bonus dice you can get. * Object Resistance thresholds have been raised. * The table of threshold difficulties for Success Tests has been raised in value. I'd give more specifics on some of these, but I'm at work doing this from memory. Hope this kicks off the list. |
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Mar 21 2009, 01:14 AM
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#3
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The Dragon Never Sleeps Group: Admin Posts: 6,924 Joined: 1-September 05 Member No.: 7,667 |
Aaron, you have the source text for both, can't you just use a DIFF tool?
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Mar 21 2009, 01:15 AM
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#4
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Shooting Target Group: Members Posts: 1,838 Joined: 1-September 05 Member No.: 7,669 |
Cyberskulls no longer appear to be available in Synthetic varites - just as obvious cyber.
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Mar 21 2009, 01:28 AM
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#5
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Shooting Target Group: Dumpshocked Posts: 1,755 Joined: 5-September 06 From: UCAS Member No.: 9,313 |
1. Bow damage capped.
2. Dart weapons reintroduced. |
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Mar 21 2009, 02:53 AM
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#6
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Neophyte Runner Group: Members Posts: 2,336 Joined: 24-February 08 From: Albuquerque, New Mexico Member No.: 15,706 |
* The critter/spirit power of Movement has been nerfed. If the targets Body exceeds the critters Magic attribute, the movement increase is halved. If the targets Body exceeds twice the critters Magic attribute, the power has no effect. QUOTE * Direct combat spells have a new mechanic that nerfs them. For each Net Hit applied to damage, the Drain Value increases by +1. For Area of Effect spells, use only the highest Net Hits applied to damage. QUOTE * Object Resistance thresholds have been raised. The scale was increased from 1; 2; 3; 4; to 1; 2; 4; 6; Erased Positive Quality (Runners Companion) has been added to the core book. Adept Centering Metamagic (Street Magic) has been added to the core book. The Wireless World chapter has been reworked for clarity. I do not have access to the PDF at the moment, so if any of these are off, feel free to correct them. |
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Mar 21 2009, 02:55 AM
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#7
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Mr. Johnson Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 |
Aaron, you have the source text for both, can't you just use a DIFF tool? A lot of chunks were just plain re-written. That, plus all the extra fiction, sidebars, and so forth make doing a straight-up text comparison less useful. I'll also add a few: * Success Test thresholds increased from 1-2-3-4 to 1-2-4-6. * Extended Test thresholds increased from 4-8-12-16+ to 6-12-18-24+. * Extended Test limit changed from (dice pool) rolls to a cumulative -1 dice pool modifier per roll. |
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Mar 21 2009, 03:02 AM
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#8
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Runner Group: Members Posts: 2,666 Joined: 29-February 08 From: Scotland Member No.: 15,722 |
Innate Spell - Force limited to Spirit's Magic.
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Mar 21 2009, 03:13 AM
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#9
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Neophyte Runner Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 |
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Mar 21 2009, 05:05 AM
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#10
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Street Doc Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 |
Innate Spell - Force limited to Spirit's Magic. crizh: What page is that on? I don't see anything to that effect in the innate spell description on page 296. (IMG:style_emoticons/default/read.gif) |
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Mar 21 2009, 05:40 AM
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#11
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Immortal Elf Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 |
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Mar 21 2009, 06:24 AM
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#12
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Moving Target Group: Members Posts: 244 Joined: 14-March 09 Member No.: 16,964 |
I have to question what this means. Seems pretty clear to me. Every roll (after a certain point?) on Extended Tests decreases your dice pool for that test by 1, cumulatively. Say you're making an extended test (threshold 10, 1 day) with a DP of 9: 1st day: roll 9 dice, get 3 average successes, total 3. 2nd day: roll 8 dice, get 2.67 average successes, total 5.67. 3rd day: roll 7 dice, get 2.33 average successes, total 8. 4th day: roll 6 dice, get 2 average successes, total 10. (that's assuming it's -1 per test starting at the 2nd, which I can't confirm right now - it may start later) |
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Mar 21 2009, 06:51 AM
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#13
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Immortal Elf Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 |
Seems pretty clear to me. Every roll (after a certain point?) on Extended Tests decreases your dice pool for that test by 1, cumulatively. Well, yes. But it means that certain cumulative tasks are actually impossible, say, writing your own highly advanced software. The first month you make decent progress, but on the 24th you've hit a roadblock: somehow you just can't continue. Ever. I think this is semi-unrealistic, as there are people who dedicate every waking moment to working on some project and haven't burned out yet. Notably Toady One, the one man software development company (ok, there are two guys, but Three Toe doesn't do any coding) has been officially unemployed for over a year (I can't come up with a date, but I think this is his first full Tax Year without a job--he was a math professor at a Texas university) and is still working on the same project; and the last major update (the game is "alpha ware") took him 9 months to do, the one he's on now is going to take at least that long: he's up to Month 6 since the last release, and I'd say only about 40% done, though this is a guess. It should be noted that there are a lot of dev notes still to go after that (the entire game is roughly 28% done--and fully playable!). Edit: I think we broke the "no commentary" rule. :X |
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Mar 21 2009, 08:40 AM
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#14
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Moving Target Group: Members Posts: 992 Joined: 2-August 06 Member No.: 9,006 |
Regular Adepts can now have Mentor Spirits, when previously, it was just Magicians and Mystic Adepts.
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Mar 21 2009, 08:58 AM
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#15
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Target Group: Members Posts: 57 Joined: 11-July 07 Member No.: 12,213 |
Binding a weapon focus consts now only Force * 3 instead of (Force + Reach) * 3
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Mar 21 2009, 10:02 AM
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#16
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Prime Runner Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 |
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Mar 21 2009, 02:01 PM
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#17
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Mr. Johnson Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 |
Well, yes. But it means that certain cumulative tasks are actually impossible, say, writing your own highly advanced software. The first month you make decent progress, but on the 24th you've hit a roadblock: somehow you just can't continue. Ever. It's got the same "the GM must impose this" caveat that the previous method did. QUOTE Edit: I think we broke the "no commentary" rule. :X Yes. How about an alternative: if you must make a commentary, go for it, as long as you also put up a sufficiently well-described change. So, following my own rule: * Data bomb damage changed from (rating) to (rating x 1d6). |
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Mar 21 2009, 02:08 PM
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#18
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Runner Group: Members Posts: 2,666 Joined: 29-February 08 From: Scotland Member No.: 15,722 |
crizh: What page is that on? I don't see anything to that effect in the innate spell description on page 296. (IMG:style_emoticons/default/read.gif) I don't have the PDF, it was mentioned in the main thread, re-reading it I think it may be a restriction on Spirits of Man rather than on the Power. |
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Mar 21 2009, 02:31 PM
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#19
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Shooting Target Group: Dumpshocked Posts: 1,755 Joined: 5-September 06 From: UCAS Member No.: 9,313 |
Long and Extreme range modifiers changed from -2/-3 to -3/-6 respectively.
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Mar 21 2009, 02:35 PM
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#20
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Shooting Target Group: Dumpshocked Posts: 1,755 Joined: 5-September 06 From: UCAS Member No.: 9,313 |
Arcana and Enchanting from Street Magic added to Magical active skill list.
edit: Chemistry added to Technical active skill list. |
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Mar 21 2009, 04:29 PM
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#21
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Street Doc Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 |
Ah. You are correct, crizh. The limitation is specific to Spirits of Man (page 303).
The only difference I see in the Innate Spell power is that they added lines "Innate spells produce Drain as normal." and "Innate spells cause Drain as normal." in a somewhat redundant fashion that strikes me as a typo. Otherwise the wording is identical to SR4. |
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Mar 21 2009, 05:01 PM
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#22
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Great Dragon Group: Members Posts: 5,542 Joined: 30-September 08 From: D/FW Megaplex Member No.: 16,387 |
* The sprite power of Diagnostics has a slight nerf to it, limiting how many bonus dice you can get. Sorry to break protocol (seeing as I don't own the PDF [yet]), but does the 'slight nerf' cap the bonus dice at the sprite's force (similar to spellcasting tests)? That would make sense and follow similar rules. |
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Mar 21 2009, 05:14 PM
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#23
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Grumpy Old Ork Decker Group: Admin Posts: 3,794 Joined: 26-February 02 From: Orwell, Ohio Member No.: 50 |
Just to step in... NO arguments, keep the commentary as limited and as NEUTRAL as possible. If you feel you must ask questions or comment on something, find a relevant thread already running, or start a new one. Keep this one clear. You guys are fine now, but consider this a warning for anyone who wants to jump in.
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Mar 21 2009, 09:08 PM
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#24
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Running Target Group: Members Posts: 1,210 Joined: 5-September 05 From: Texas Member No.: 7,685 |
Also when using Countermagic against Indirect Combat Spells apply the Countermagic dice to the Defense Roll (Reaction) of the Target instead of the Damage Resistance Test of the Target.
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Mar 21 2009, 11:14 PM
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#25
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Target Group: Members Posts: 57 Joined: 11-July 07 Member No.: 12,213 |
Biofeedbackfilter isn't a complex form anymore and only as charisma based state on the living persona available.
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