![]() |
![]() ![]() |
![]() |
![]()
Post
#1
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,751 Joined: 8-August 03 From: Neighbor of the Beast Member No.: 5,375 ![]() |
I know this comes up all the time but I have a question about SUT.
If I understand the rules, you spend a complex action, make the roll and depending on the results, apply a mod to your initiative. So, combat occures. You spend your first pass analyzing the situation and then, dice willing, you apply that bonus to the next pass or the next roll or does it take affect that pass? Am I even close on this? |
|
|
![]()
Post
#2
|
|
Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
It takes effect on the next Combat Turn if memory serves.
|
|
|
![]()
Post
#3
|
|
Moving Target ![]() ![]() Group: Members Posts: 673 Joined: 30-March 04 Member No.: 6,206 ![]() |
You only have to do that complex action (or simple, if you cyber battletac) when you want to apply an init bonus to the whole group. If you're doing it for yourself, no need for any actions at all.
|
|
|
![]()
Post
#4
|
|
Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,012 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
You do it as your last action of the round, and it applies to the next round.
~J |
|
|
![]()
Post
#5
|
|
Moving Target ![]() ![]() Group: Members Posts: 527 Joined: 26-February 02 Member No.: 1,118 ![]() |
Of course, if you see the fight coming (such as if you are the aggressor), I don't believe there's anything stopping you from taking such actions just before combat, to gain the benefits of the skill during the first initiative round.
|
|
|
![]()
Post
#6
|
|
Decker on the Threshold ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 ![]() |
By the by, the bonus to initiative, is that bonus (averaging about +1 for skill level 4, just to give you an idea) to initiative *score*, or initiative *dice*?
That is, say someone's natural initiative is 4+1d6. He rolls his 4 SUT dice against TN 4 (I'm assuming the TN is 4 for his own independent analysis) and comes up with two successes. The next combat turn, is his initiative 4+1d6+1, or 4+2d6? |
|
|
![]()
Post
#7
|
|
Moving Target ![]() ![]() Group: Members Posts: 515 Joined: 10-April 04 From: Chicago, IL...Ich vermisse Deutschland. Member No.: 6,230 ![]() |
Score, I believe.
Check out page 48 of M&M. It's a boost to the Reaction attribute, that only helps in determining Iniative and in surprise tests. Don This post has been edited by shadd4d: Jul 25 2004, 06:09 PM |
|
|
![]()
Post
#8
|
|
Moving Target ![]() ![]() Group: Members Posts: 673 Joined: 30-March 04 Member No.: 6,206 ![]() |
You can substitute it for Combat Pool instead of initiative as an optional rule, but I can see why it's an optional rule.
|
|
|
![]()
Post
#9
|
|||||
Decker on the Threshold ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 ![]() |
Er, isn't hat kinda weak then? I mean, with a skill of 4 you get on average 2 successes against a TN 4, which means +1. If that's only a +1 to initiative *score*, doesn't that kinda make the skill pretty useless?
Actually, "it may also add" (emphasis mine) means that's an optional rule that applies in addition to the bonus to initiative. |
||||
|
|||||
![]()
Post
#10
|
|
UMS O.G. ![]() ![]() Group: Dumpshocked Posts: 444 Joined: 18-May 04 Member No.: 6,335 ![]() |
Weak or not, when you consider how much reaction enhancers cost, its a pretty good deal. Especially if you apply it to the whole group at once.
|
|
|
![]()
Post
#11
|
|
Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
Every two successes grant a +1 to your Initiative roll on your next Combat Turn and +1 for any Reaction Tests (such as when quick-drawing) or Surprise Tests. It doesn't actually increase your Initiative or Reaction score. And if you think a +1 to either of those are a weak result from a single mundane skill, I'm fearful of the games you must play in. :)
|
|
|
![]()
Post
#12
|
|
Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
no kidding, especially when you start doing stuff like taking Aptitude for it.
+1 may not make much difference at the level of a typical shadowrunner, but it means quite a bit more at the level of, say, a squad of unenhanced soldiers or gangers. and if you allow it to add to combat pool, it becomes handy at just about level. Eyeless, you missed the second sentence under SUT and Combat Pool on CC p166, where it explicitly says that you recieve the Combat Pool bonus instead of the initiative bonus. also, the SUT bonus does not apply to Reaction for the purposes of Quick Draw and other Reaction-related tests. it adds +1 dice to Reaction tests only for the purposes of Surprise tests, and only when the SUT roller is preparing for an ambush (either as the ambusher or the ambushee). |
|
|
![]()
Post
#13
|
|
Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
The M&M entry states that it's for Reaction/Surprise Tests. If it only applies to Surprise Tests, there would be no need to mention Reaction; it would just be a +1 bonus to Surprise Tests. They're two completely different types of tests even if they use the same attribute. If the CC entry states otherwise, I stand corrected.
|
|
|
![]()
Post
#14
|
|
Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
the CC entry does indeed state otherwise--at least, the only context it mentions a bonus to Reaction tests is a character preparing for ambush. personally, i'd keep it limited to that--no reason SUT should allow you to have more success drawing a weapon quickly, or (to get really extreme) drive a car without training.
|
|
|
![]()
Post
#15
|
|
Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
It could represent any number of things. For the quick-draw test, it could represent a slightly earlier warning that something was going down, thereby giving you a minor edge to pull your weapon out in time. For a driving test, it could represent getting an order to perform a maneuver due to something you yourself weren't aware of. etc.
|
|
|
![]()
Post
#16
|
|
Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
eh, maybe. quick drawing i'd possibly allow if the player bought me pizza, but driving too much of a stretch--especially since it doesn't help actual, trained drivers. hell, imagine doing this with a rigger: he takes feeds from his drone network to improve the rating of his tactical computer, which bumps his SUT skill into the double-digits. he then uses SUT on himself as a non-action, raising his Reaction by four or five points, boosting his effective vehicle skill by the same amount if he's been wise enough to not take any vehicle skills at all (so that he can default). and because he's using a VCR, the maximum total TN mod he'll take for defaulting is +1. if he's got a rating 2 VCR, there is effectively no penalty.
|
|
|
![]()
Post
#17
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 ![]() |
Remember that it would only give bonus dice for simple maneuvers for untrained drivers. Once the speed, terrain, and complexity of action go too high (like 8), no defaulting is possible and the vehicle crashes.
|
|
|
![]()
Post
#18
|
|
Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
true, but an extra five dice on your driving tests because you're a tactical badass still isn't kosher, in my book.
|
|
|
![]()
Post
#19
|
|
Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
I dunno. If you're managing ten successes on average, you're a bad ass to begin with who's invested in a Tactical Computer or something. You deserve a sizable benefit.
It's not like it's a TN bonus, yanno... just extra dice. Five extra dice against a TN of 8 isn't going to alter the outcome significantly. |
|
|
![]()
Post
#20
|
|
Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
speaking of which, d'you think riggers benefitting from SUT should be able to apply it to their control pool? i mean, it's used for the same things combat pool is--dodging, shooting, soaking, etc.
|
|
|
![]()
Post
#21
|
|
Traumatizing players since 1992 ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 ![]() |
I'd say no because control pool does things beyond the scope of combat pool... actually.. I could probably go either way.
|
|
|
![]()
Post
#22
|
|||
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,685 Joined: 17-August 02 Member No.: 3,123 ![]() |
That's not extreme. Having your elementals rolling extra dice in melee at a 1-to-1 ratio of your SUT successes (each two successes can mean a bonus reaction die, and a combat pool die), now that's extreme. |
||
|
|||
![]()
Post
#23
|
|||||
Decker on the Threshold ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 ![]() |
Hm. I suppose you're right. The real problem is how many and varied the boosts from cyberware become: a slightly above-average human rolls 4 skill die against a TN of 4, but the souped-up rigger rolls near a dozen dice against a TN of 2. The first one's practically useless if you're only increasing the init score, but the second one's just insane if you're gaining extra initiative dice. So I guess erring on the side of caution is a good idea, although I've got to admit I'm not all that happy about it.
Well, *I* didn't; in fact I hadn't even brought up that particular optional rule since I was talking about the SUT description in M&M, and not CC. It would seem, though, that Zaren did in the post previous to mine :) |
||||
|
|||||
![]()
Post
#24
|
|||
Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,012 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
Combat pool is powerful enough for Riggers (it's a free attack pool, basically), but it makes sense that something like SUT ought to have an affect beyond just increasing attack effectiveness. Or maybe it doesn't. More later. ~J |
||
|
|||
![]()
Post
#25
|
|||
Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
?? |
||
|
|||
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 3rd August 2025 - 11:57 PM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.