Catalog of SR4A Changes, Please keep this one useful. |
Catalog of SR4A Changes, Please keep this one useful. |
Mar 22 2009, 12:21 AM
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#26
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Moving Target Group: Members Posts: 732 Joined: 21-July 05 From: Seattle Member No.: 7,508 |
Biofeedbackfilter isn't a complex form anymore and only as charisma based state on the living persona available. Actually, not a change, a minor clarification: Text clarified to say that Technomancers cannot take Biofeedback Filter as a complex form (since it is an inherent form based on their Charisma stat). Old text, p. 226: QUOTE Note that technomancers have an inherent Biofeedback Filter complex form equal to their Charisma. New Text: p. 233: QUOTE Technomancers have an inherent Biofeedback Filter complex form equal to their Charisma, and so cannot take this as a complex form.
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Mar 22 2009, 01:18 AM
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#27
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
From the first thread:
QUOTE Adept Improved Reflexes
Before it cost: Level 1 was 2 power points Level 2 was 3 power points Level 3 was 5 power points It now costs: Level 1 was 1.5 power points Level 2 was 2.5 power points Level 3 was 4 power points Next there is Improved Physical Attribute Before it cost: 1 power point per level and 2 power points per level over natural maximum It now costs: .75 power point per level and 1.5 power points per level over natural maximum |
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Mar 22 2009, 02:13 AM
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#28
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Immortal Elf Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 |
In one fell swoop:
It's got the same "the GM must impose this" caveat that the previous method did. 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. 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. I admit that some tasks should be impossible, it just seemed silly the way it was re-worded. I was also trying to be neutral about it, I was stating my confusion and putting forth evidence from RL I've seen to the contrary. Anyway, I'll shut up now. |
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Mar 22 2009, 03:41 AM
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#29
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Great Dragon Group: Members Posts: 5,542 Joined: 30-September 08 From: D/FW Megaplex Member No.: 16,387 |
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. QUOTE (SR4 BBB page 175) When a protected character is targeted with a spell, she rolls Counterspelling dice in addition to the appropriate attribute for the resistance test. That's how it worked pre-ratta. |
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Mar 22 2009, 04:59 AM
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#30
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
Um, no. Remember, with indirect combat spells, you get a dodge test, then a resistance test. Before, it added to the resistance test. Now, it adds to the dodge test.
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Mar 22 2009, 03:45 PM
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#31
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Running Target Group: Members Posts: 1,228 Joined: 24-July 07 From: Canada Member No.: 12,350 |
The Repair Icon matrix action has changed again. Icons are now allowed to take actions other actions while being Repaired. The threshold for the test is now (damage taken x 2) and none of the damage is repaired until the full threshold is reached. The text notes that if the icon being Repaired continues to take damage, the threshold will continue to increase.
So, this brings back the tactic of having an Agent heal you while in Cybercombat, but makes it not such an unbelievably-awesome tactic. |
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Mar 22 2009, 05:12 PM
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#32
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Great Dragon Group: Members Posts: 5,542 Joined: 30-September 08 From: D/FW Megaplex Member No.: 16,387 |
Um, no. Remember, with indirect combat spells, you get a dodge test, then a resistance test. Before, it added to the resistance test. Now, it adds to the dodge test. The way I understood it, the "Dodge" test was the resistance test, and afterward the "Soak" test happened. Especially when we understand a Resistance test as something involving an attribute before damage is applied. You just "Resist" with Reaction instead of Willpower or Body. |
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Mar 22 2009, 06:21 PM
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#33
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Mr. Johnson Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 |
OI! YOU FOLKS WITH THE COMMENTARY WITHOUT ADDING ANY CHANGES!
I asked, fairly nicely I thought, that if you're going to go around making commentary about changes in this thread that you should also list another change. So my question is this: are y'all being deliberately rude, or just inconsiderate? I greatly enjoy being impressed by people on DSF. This sort of thing is not impressive. Now, to follow my own rule: * Grenades no longer have their DV increased with net hits. * Scatter has been changed: - Standard: 1D6 meters – 1 per net hit - Aerodynamic: 2D6 meters – 2 per net hit - Grenade Launcher: 3D6 meters – 2 per net hit - Rocket: 4D6 meters – 1 per net hit - Missile: 4D6 meters – 1 per net hit (– Sensor rating) - Airburst: 2D6 meters – 1 per net hit (– Sensor rating) |
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Mar 22 2009, 08:11 PM
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#34
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Running Target Group: Members Posts: 1,228 Joined: 24-July 07 From: Canada Member No.: 12,350 |
More Matrix-related changes.
* Change Interface Mode (AR/VR) is now listed as a Free action, but it cannot be done if the user has been hit with a Black IC attack. * The Decrypt action is now a Simple Action specifically listed for Decrypting something with the key. * Initiate Cryptanalysis is now the action for decrypting something without a key, it now uses the Electronic Warfare skill with the Decrypt program instead of Response. * Log On is now specifically stated as a Complex Action * Reboot is listed as a Complex Action, the text clarifies that the system does not actually "create" the node until the full Threshold of 10 has been reached. * The Intercept Wireless Signals test has been renamed Capture Wireless Signal (it is otherwise unchanged, this was probably done to avoid confusing with Intercept Traffic) * A node can now have 2 different kinds of Alerts: General in which case the node activates its Alert Response but hasn't identified the intruder; and Restricted where the intruder has been identified * Terminate Connection is now more difficult for the node. The System makes a Firewall + System (Exploit, 1 Combat Turn) Extended Test. The Hacker's Exploit gets +2 for a Security Account and +4 for using an Admin Account. Once the Threshold is reached the Hacker is dumped. If the Hacker is using a legit account, then the Exploit program doesn't count (yikes). I'll post more as I find them. The Wireless World chapter was significantly rewritten: much for the better. |
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Mar 22 2009, 08:55 PM
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#35
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Shooting Target Group: Members Posts: 1,757 Joined: 11-December 02 From: France Member No.: 3,723 |
World of Warcraft addicts may find this more understandable :
[ Spoiler ]
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Mar 22 2009, 09:02 PM
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#36
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Immortal Elf Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 |
Ha. I see what you did there.
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Mar 23 2009, 03:48 AM
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#37
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Moving Target Group: Members Posts: 400 Joined: 8-September 08 From: St. Louis, UCAS Member No.: 16,329 |
Didn't I hear something on the forum about difference in top speed being a modifier during chase combat?
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Mar 23 2009, 03:57 AM
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#38
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Running Target Group: Members Posts: 1,228 Joined: 24-July 07 From: Canada Member No.: 12,350 |
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Mar 23 2009, 04:10 AM
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#39
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Moving Target Group: Members Posts: 604 Joined: 1-December 08 From: Sacramento, California Member No.: 16,646 |
Image magnification equipment allows the character to “zoom in� on the target, reducing the Range category to Short, and thus eliminating any range modifiers. The character must take a Take Aim action (p. 148) to “lock onto� the target (the Take Aim does not apply a +1 aiming bonus for this purpose, unless additional Take Aim actions are made). As long as the target and attacker do not move, the attacker remains locked on and may continue to get the image magnification bonus on subsequent actions without further Take Aim actions. Image magnification can be used in conjunction with a laser sight or smartlinked weapon (but not both)." Ayeohx brought that up in a separate thread, but it seemed like something that belonged here. He said it was on page 150. |
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Mar 23 2009, 04:20 AM
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#40
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Moving Target Group: Members Posts: 346 Joined: 17-September 06 From: Utah USA Member No.: 9,402 |
Sorry Caadium, it's the same rule in both editions. I was just bringing up that you shouldn't loose lock if a target moves.
Again, sorry for the confusion. *Edit: And I get it now, you're right Caadium. |
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Mar 23 2009, 05:20 AM
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#41
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Moving Target Group: Members Posts: 346 Joined: 17-September 06 From: Utah USA Member No.: 9,402 |
Ranged attack modifiers for firing from cover have changed.
SR4 pg 141 "Attacker Firing From Cover Hiding behind cover limits a character's ability to see the action, even if they quickly move out from behind cover to shoot, and so applies a -1 dice pool modifier to any attacks." SR4A pg 150 "Attacker Firing From Cover Sometimes cover limits a character's ability to see the action and obstructs his view of his target(s), even when he moves quickly out from behind cover to shoot. If the Attacker benefits from Good Cover, or his cover obscures his view, apply a -2 dice pool modifier to any attacks." So, partial cover doesn't seem to give you any negatives. Good cover, on the other hand, gives you a -2 dice pool modifier now. |
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Mar 23 2009, 10:51 AM
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#42
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Moving Target Group: Members Posts: 343 Joined: 3-October 07 From: Birmingham, UK Member No.: 13,515 |
Sensors now have Ratings, making them more compatible with vehicle Sensor rules and also limiting enhancements.
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Mar 23 2009, 05:57 PM
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#43
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Shooting Target Group: Dumpshocked Posts: 1,755 Joined: 5-September 06 From: UCAS Member No.: 9,313 |
Rotor craft still have no sensor rating?
Edit: Vehicle seating chart added. |
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Mar 23 2009, 06:27 PM
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#44
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Moving Target Group: Members Posts: 647 Joined: 9-September 03 From: Sorø, Denmark Member No.: 5,604 |
I list two pages, first the SR4 page where the change would have been, then the SR4A page where the change is:
SR4/SR4A Change p17/p16 New sidebar "Core supplements" p25/p26 New sidebar "Other Natural Disasters And Ecocatastrophes" p27/p28 New sidebar "Other Geopolitical Events" p29/p29 New subchapter under "Euro Wars" -> "The Second Ottoman Jihad" p30/p30 New sidebar "Other Economic Events" p31/p32 New sidebar "Other Mystical Events" p34/p35 Three New subchapters "Times of Emergence", "A Second Revelation" & "Underworld at War" p36/p40 New sidebar "Major Chains and Franchises" p38/p41 "Sinless in Seattle" renamed "Living in Sin" p38/p41 New sidebar "Body Shops and Street Clinics" p39/43 New subchapter "Holes in the System" p40/p44 New chapter and subchapters "We're not Alone", "Comming Out", "Public Opinion", "Corporate Paranoia" & "Sprites, AIs, and Digital Critters" p42-43/p46-48 EVO, Mitsuhama and Renraku has got a new logos, the rest of the corps has just had minor changes to their logos. All logos are now in color. p45/p49 New sidebar "Underworld 93 Bar Prices" p45/p50 New sidebar "Top Music Downloads" p45/p50 New sidebar "2070 Sim Bestsellers" p46/p51 New sidebar "Body Shops and Street Clincs" (should have been "Fashion Brands") p50/p55 New sidebar"KSAF's Man-on-the-Street Soundbytes" p52/p60 Deleted sidebar "For veterans of Shadowrun, Third Edition" p54/p61, Dice Pool Modifiers: New optional rule added at the end: "Optionally, gamemasters may choose to cap dice pools (including modifiers) at 20 dice, or at twice the sum of the character's natural Attribute + Skill ratings, whichever is higher." p55/p61, Eyeballing Modifiers: New sentence at the end: "Gamemasters should be warned that using the Most Severe Modifier may favor characters with high dice pools that might otherwise be kept in check by cumulative modifiers." p54/p61 New sidebar "A Note on Modifiers", discussing how modifiers apply to Attributes, skills, thresholds and dice pools. p55/p62 Long shots: New optional rule added: "As an optional rule, gamemasters may chose to limit the probability of extreme Long Shots by reducing the Edge dice available at a ratio of -1 for every increment of -3 negative modifiers accrued on the original test. For instance, if taking a Long Shot in a Pistols test where the character's dice pool would have been subject to a total -5 modifier, an Edge 3 character would roll only 2 dice on the Long Shot." p56/p63 Thresholds: "...thresholds as high as 4 or more." p56/p62 Difficulty Table Old: Easy=1, Average=2, Hard=3, Extreme=4 New: Easy=1, Average=2, Hard=4, Extreme=6 p58/p64, Extended Task Difficulty Threshold Old: Easy=4, Average=8, Hard=12, Extreme=16+ New: Easy=6, Average=12, Hard=18, Extreme=24+ p60/p69 Attributes: Finally they got the number of attributes right p63/p68 Skill Groups: Added at the end: "Any time you improve a single skill within a skill group or add a specialization to one of those skills, that skill group no longer exists. Taking specializations or raising individual skills in a skill group breaks up the group. Gamemaster approval is required to break up skill groups during character creation." p63/p69 New subchapter "Technomancy" p63/p69 Commlinks: Last sentence has been changed. p63/p70 "Body Modifications" has been renamed "Augmentations" p64/p70 "Implant Grades" has been revised to make it easyer to understand p67/73 Three new sidebars "Playing in Three Worlds", "The Sixth World: An Evolving (Hi)Story" & "Metahumanity and Beyond" p68/p75 "Escape certain death" has been renamed "Hand of God" p69/p75 "Tweaking the rules" has now included the "Cover as Attack modifier" rule p72/p80 "Sample Characters" has been removed p88/p80 New positive quality "Erased" p88/p81 New negative quality "Pacifist" p84/p86 New sidebar "Quick Gear References" p85/p87 New sidebar "Ressource References" p72-88/p80-97 The "Creating a Shadowrunner" chapter has be reorganised to better reflect the way you would logically create a shadowrunner with less page flipping. p78/p90 New positive quality "Erased" p80/p93 New sidebar "More Qualities" p83/p95 New negative quality "Pacifist" p88/p97 "Build Point Cost Summary Table" has been revamped and called "Build Point Character Creation Summary" p89-104/p98-113 All of the Sample Characters has been revamped, and should now fit with the rules (that would be a first in SR history, so far I've only found 1 mistake). p113/p122 New skill "Arcana" (from Street Magic) p113/p123 New skill "Enchanting" (from Street Magic) p114/p124 New "Gymnastic" specialization "Parkour" p114/p124 New "Parachuting" specialization "Base Jumping" p123/p126 New skill "Chemistry" p110-130/p121-138 The whole Skill description and "Using skills" has been revamped. I personally find it more confusing, especially the "Using Specific Skills" (p130-138), where they mix skills, skill groups and even non-skills (Astral Perception). The problem being mainly that skill-description is sorted by type of skill, where as skill use is sorted alphabetically. p124/132 New subchapter "Using Chemistry" p129/p135 Knowledge Skill Table Old: Easy=1, Average=2, Hard=3, Extreme=4 New: Easy=1, Average=2, Hard=4, Extreme=6 p130/p135 "Charisma-Linked Skills and Language" subchapter removed p138/p148 New subchapter "Interrupt Actions" p139/p151 Weapon Range Table Old: Short +0, Medium -1, Long -2, Extreme -3 New: Short +1, Medium -1, Long -3, Extreme -6 p141/p150 Attacker Firing From Cover Old: -1 New: -2 p141/p150 "Target Hidden (blind Fire)" renamed "Blind Fire" p141/p160 Target Has Partial Cover/Target Has Good Cover Changed from attack modifier to defense modifier p142/p153 "Point Blank" modifier added (+2) p145/p155 Scatter Table Grenades scatter reduction is halved Rocket/missiles/airburst scatter is doubled p145/p155 "Determine Scatter" additional hits do not add to grenade DV p154/164 Falling Damage Old: 1-2=2, 3-6=4, 7-8=6, over 8=+1 box per 2 meters New: 1-2=2, 3-4=4, 5-6=6, 7-8=8, over 8=+1 box per meter p155/p164 Falling rate has been changed Old: 1st turn 150 meter, +50 meters per turn, max 300 meters/turn New: 1st turn 50 meters, 2nd turn 150 meters, following turns 200 meters p159/p168 Vehicle Test Threshold Table Old: Easy=1, Average=2, Hard=3, Extreme=4 New: Easy=1, Average=2, Hard=4, Extreme=6 p160/p168 Terrain Test Table Old: Open=0, Light=+1, Restricted=+2, Tight=+3 New: Open=0, Light=+1, Restricted=+2, Tight=+4 p161/p169 "Set Up" new subchapter to "Chase Combat" p161/p170 "Engagement Range" Old: Close, Short, Long New: Short, Medium, Long, Extreme p161/p170 "Multiple Opponents" new subchapter to "Chase Combat" p164/p176 Everything before "The Basics" removed p167/p177 New subchapter "Arcana" p167/p178 New subchapter "Enchanting" p168/p179 "Noticing Magic" example removed p169/p179 New sidebar "Street Magic" p174/p183 "Object Resistance Table" Old: Natural Objects=1, Manufactured Low-Tech Objects and Materials=2, Manufactured High-Tech Objects and Materials=3, Highly Processed Objects=4+ New: Natural Objects=1, Manufactured Low-Tech Objects and Materials=2, Manufactured High-Tech Objects and Materials=4, Highly Processed Objects=6+ p181/p190 New chapter "Enchanting" p186/p194 New subchapter "Spells and Mana Barriers" p187/p196 Improved Ability now include Vehicle Skills p187/p196 Improved Physical Attribute Cost .75/leve (1.5/level if over natural max) p188/p196 Improved Reflexes Cost 1.5/2.5/4 p188/p196 Kinesics Max level=3 p191/p199 Focus Bonding Table, it now only cost 3xForce to bond a weapon focus p196/p204 Direct Combat Spells: +1 Drain DV per net hit p196/p204 Indirect Combat spells: Magic+Spellcasting vs. Reaction (+Counterspelling), then resiste damage with Body+½Impact, plus additional description of how ICS works. p196/p204 example now include Secondary Effects p205-240/p212-246 The Wireless World: Has been extensively rewritten, I don't know if any rules has been changed, because it reads completely different than the old SR4 book. p246/p256 Sleep Deprivation: New rules for going without sleep (using the toxin rules). p264/p270 Improving an attribute by 1: New rating x 5 p275/p281 New sidebar "Playing Grunts" p275-276/p281-284 Many of the grunts have been updated with new skills, gear and upgraded attributes. p277/p284 New sidebar "Fleshing Out Prime Runners And Contacts" p278/p286 Subchapter "Fleshing out Contacts" dropped p289/p296 Movement Power has been reduced for targets with Body > Magic p289/p296 Natural Weapons & Dual Natured combination has been clarified p304/p313 New sidebar "Arsenal" p306/p316 Maximum strength on bows=12, Maximum damage from bows = Min Strength x 1.5 p306-310/p316-329 Many of the firearms looks very different from how they have looked in pevious books. p310/p320 New weapons: Parashield Dart Postol & Parashield Dart Rifle p310/p320 Panther XXL: The text about the recoil has been deleted. And there was much rejoicing... p313/p324 New ammo: Injection darts p314/p324 Gel Rounds do -1(Stun) DV, +2 AP p315/p326 New armor description: Leather Jacket/Duster p319/p328 Sensor tags included in RFID Tags table p320/p330 Matrix programs included under "Datachips and Software" p323/p332 New chapter "Visual Sensor & Imaging Devices" p324/p333 New chapter "Audio sensor & Enhancers" p330/p338 New sidebar "Augmentation" So far so good, sorry for the ones already mentioned. Lars |
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Mar 23 2009, 10:11 PM
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#45
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Shooting Target Group: Dumpshocked Posts: 1,755 Joined: 5-September 06 From: UCAS Member No.: 9,313 |
*claps* 4 Larsine
Edit: Autopicker price fixed 200 a rating point now instead of a flat 200 as previously listed. |
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Mar 25 2009, 01:53 AM
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#46
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Street Doc Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 |
Larsine: (IMG:style_emoticons/default/eek.gif) ........ (IMG:style_emoticons/default/indifferent.gif) ....... (IMG:style_emoticons/default/notworthy.gif)
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Mar 25 2009, 03:48 AM
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#47
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Neophyte Runner Group: Validating Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 |
Aaron:
Your comments regards, grenades & rockets, and airburst scatter are in doubt as the book contradicts itself. 1. at 4d6-1/hit w/ -4/m it's practically impossible to hit anything w/ an anti-vehicle rocket even w/ a lot of hits. (even w/ an airburst link) 2. the equipment section has different values printed than the combat section. See p322 and p325 I'd wait for an errata on this one before marking it as a change. |
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Mar 26 2009, 03:19 AM
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#48
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Moving Target Group: Members Posts: 346 Joined: 17-September 06 From: Utah USA Member No.: 9,402 |
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Mar 26 2009, 04:12 AM
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#49
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Great Dragon Group: Members Posts: 5,542 Joined: 30-September 08 From: D/FW Megaplex Member No.: 16,387 |
p306/p316 Maximum strength on bows=12, Maximum damage from bows = Min Strength x 1.5 Clarification please? Does this mean that the weapon damage for bows is now Min Str x 1.5, is it still Min Str + 2, or can you only add 1.5 x Min Str worth of damage-increasing net successes? |
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Mar 26 2009, 09:19 AM
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#50
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Moving Target Group: Members Posts: 992 Joined: 2-August 06 Member No.: 9,006 |
Clarification please? Does this mean that the weapon damage for bows is now Min Str x 1.5, is it still Min Str + 2, or can you only add 1.5 x Min Str worth of damage-increasing net successes? Bow has Strength of 6, base Damage Value is 8, maximum damage value it can inflict is 9 Bow has a strength of 12, base damage value is 14 maximum damage value is 18 Bow has Strength of 4, base damage value is 6, maximum damage value is 6 Bow has strength of 2, Bow cannot inflict more then 3 Damage value, even though its DV would, normally, be 4 |
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