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> Catalog of SR4A Changes, Please keep this one useful.
Aaron
post Mar 20 2009, 11:55 PM
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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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Abschalten
post Mar 21 2009, 01:10 AM
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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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DireRadiant
post Mar 21 2009, 01:14 AM
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Aaron, you have the source text for both, can't you just use a DIFF tool?
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HappyDaze
post Mar 21 2009, 01:15 AM
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Cyberskulls no longer appear to be available in Synthetic varites - just as obvious cyber.
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Prime Mover
post Mar 21 2009, 01:28 AM
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1. Bow damage capped.
2. Dart weapons reintroduced.
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Muspellsheimr
post Mar 21 2009, 02:53 AM
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QUOTE (Abschalten @ Mar 20 2009, 06:10 PM) *
* 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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Aaron
post Mar 21 2009, 02:55 AM
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QUOTE (DireRadiant @ Mar 20 2009, 07:14 PM) *
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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crizh
post Mar 21 2009, 03:02 AM
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Innate Spell - Force limited to Spirit's Magic.
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Shinobi Killfist
post Mar 21 2009, 03:13 AM
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QUOTE (Prime Mover @ Mar 20 2009, 08:28 PM) *
1. Bow damage capped.


Str min is capped at 12. Max DV is str minx1.5.

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Method
post Mar 21 2009, 05:05 AM
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QUOTE (crizh @ Mar 20 2009, 07:02 PM) *
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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Draco18s
post Mar 21 2009, 05:40 AM
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QUOTE (Aaron @ Mar 20 2009, 09:55 PM) *
* Extended Test limit changed from (dice pool) rolls to a cumulative -1 dice pool modifier per roll.


I have to question what this means.
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Zurai
post Mar 21 2009, 06:24 AM
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QUOTE (Draco18s @ Mar 21 2009, 01:40 AM) *
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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Draco18s
post Mar 21 2009, 06:51 AM
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QUOTE (Zurai @ Mar 21 2009, 01:24 AM) *
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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Cardul
post Mar 21 2009, 08:40 AM
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Regular Adepts can now have Mentor Spirits, when previously, it was just Magicians and Mystic Adepts.
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Coldan
post Mar 21 2009, 08:58 AM
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Binding a weapon focus consts now only Force * 3 instead of (Force + Reach) * 3
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Mäx
post Mar 21 2009, 10:02 AM
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QUOTE (Prime Mover @ Mar 21 2009, 03:28 AM) *
2. Dart weapons reintroduced.

QUOTE (Cardul @ Mar 21 2009, 10:40 AM) *
Regular Adepts can now have Mentor Spirits, when previously, it was just Magicians and Mystic Adepts.

Cool
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Aaron
post Mar 21 2009, 02:01 PM
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QUOTE (Draco18s @ Mar 21 2009, 12:51 AM) *
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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crizh
post Mar 21 2009, 02:08 PM
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QUOTE (Method @ Mar 21 2009, 05:05 AM) *
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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Prime Mover
post Mar 21 2009, 02:31 PM
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Long and Extreme range modifiers changed from -2/-3 to -3/-6 respectively.
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Prime Mover
post Mar 21 2009, 02:35 PM
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Arcana and Enchanting from Street Magic added to Magical active skill list.

edit: Chemistry added to Technical active skill list.
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Method
post Mar 21 2009, 04:29 PM
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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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Neraph
post Mar 21 2009, 05:01 PM
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QUOTE (Abschalten @ Mar 20 2009, 07:10 PM) *
* 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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Bull
post Mar 21 2009, 05:14 PM
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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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cndblank
post Mar 21 2009, 09:08 PM
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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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Coldan
post Mar 21 2009, 11:14 PM
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Biofeedbackfilter isn't a complex form anymore and only as charisma based state on the living persona available.
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