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> Reflex Recorders and skill groups, How are they used together?
FriendoftheDork
post Oct 30 2007, 02:02 PM
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Hey a player in my group wonder how Reflex Recorders works for a skill group.

Now, RRs gives a bonus either to a skill or a skill group. The former is easy enough, although you have to have at least 2 in a skill to benefit from the RR (can't have more bonus to a skill than half the skill rating).

It gets tricky when applying it to a skill group though. Can you benefit from it even if you don't have a skill group? Sure, I guess you'd still need 2 in the relevant skill to get a bonus to it, but can this be bought at a later stage?

Or do you need to have 2 in the skill group to benefit at all from the RR? What happens if you break up the skill group later, does the bonus to the skillls in the group still apply?
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DrZaius
post Oct 30 2007, 02:07 PM
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I would try to think about this logically. If I have some weird computer in my brain-pan that gives me familiarity with the use of every firearm ever produced, am I no longer going to be able to use that when I become slightly more proficient in firing a pistol?
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Fortune
post Oct 30 2007, 02:12 PM
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Personally, I would let a character benefit from the RR if they had the skill at 1, since most rounding in Shadowrun favors the PC.

That being said, there is no rule that states that someone cannot get an implant they can't (yet) use. A person doesn't have to have skill in firearms to have a smartlink implanted (or a cybergun installed). You don't have to have any social skills to have tailored pheromones implanted. There is no reason that I can see why a character couldn't get a Group RR implanted even though he doesn't have all the associated skills at 2.
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DireRadiant
post Oct 30 2007, 02:26 PM
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Since this isn't some sort of cheap way to get extra dice, I wouldn't have any problem allowing a group RR to add bonus dice to the individual skills in a group at different levels, given a restriction on the amount of bonus dice pool allowed.
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FriendoftheDork
post Oct 30 2007, 03:13 PM
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QUOTE (Fortune)
Personally, I would let a character benefit from the RR if they had the skill at 1, since most rounding in Shadowrun favors the PC.

That being said, there is no rule that states that someone cannot get an implant they can't (yet) use. A person doesn't have to have skill in firearms to have a smartlink implanted (or a cybergun installed). You don't have to have any social skills to have tailored pheromones implanted. There is no reason that I can see why a character couldn't get a Group RR implanted even though he doesn't have all the associated skills at 2.

I don't dispute the fact that you can implant the RRs, only wether you can benefit from it or not.

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It trolls!
post Oct 30 2007, 06:35 PM
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I thought that according to the errata, RRs actually increase the skill instead of providing bonus dice. Or am I not getting something?

VVVV Ah, remembered one change, forgot the other one.
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DireRadiant
post Oct 30 2007, 06:56 PM
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“ e unmodi ed skill rating assigned at character creation
or purchased during game play is considered to be the
character’s base skill rating. Some abilities and implants (as
noted) may increase this rating, creating a modi ed skill rating.
A modi ed skill cannot exceed the base skill rating x 1.5 (making
9 the maximum possible rating, or 10 with the Aptitude
quality). Specializations, spells, and other implants may provide
bonus dice to a skill, but do not change the base skill rating.
 ese extra dice are listed in parentheses a er the base
skill, as in Spellcasting 4 (+2).�

SR 4 Errata
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Narse
post Oct 31 2007, 07:18 AM
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QUOTE (It trolls!)
I thought that according to the errata, RRs actually increase the skill instead of providing bonus dice. Or am I not getting something?

VVVV Ah, remembered one change, forgot the other one.

I thought that too, which means that RR's are exempt from the 1/2 skill level cap (bonus dice aren't limited, see above).
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Rotbart van Dain...
post Oct 31 2007, 08:29 AM
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RR provide an Augmenten Skill Rating that is capped and the use of a Skill RR with a Skillgroup is completly undefined.
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Fortune
post Oct 31 2007, 08:31 AM
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The text for the Reflex Recorder specifically states that it adds its bonus to the skill, not the Dice Pool.

QUOTE (SR4 pg.340)
Reflex Recorder: With this enhancement, extra neural
material is grown in small clusters around the thirty one pairs of spinal nerves to allow memorization of certain “learned� motor reflexes. The reflex recorder adds 1 to the rating of a specific skill or skill group (Combat and Physical skills only). Multiple recorders may be taken for multiple skills, but the effects don’t stack. This bonus may be combined with bonuses from other sources.


The Adept Power, Improved Ability also adds its bonus directly to the skill rating. Pretty much everything else is a Dice Pool bonus though.
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Ryu
post Oct 31 2007, 11:10 AM
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A skill either has a RR available or it hasn´t. How does it matter if the skill happens to be part of a group?

Cite Calvin: "I got loads of common sense, I just choose to ignore it."
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