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> SR5 Quickstart Rules are on drivethruRPG
Tycho
post May 29 2013, 08:16 AM
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here you go


PS: oh, it's German... (IMG:style_emoticons/default/grinbig.gif)
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apple
post May 29 2013, 08:25 AM
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Funny thing: either there is a major difference between the German or English rules or between the quit starter rules and the final rules, but mages do only net hits as damage for their spells now. Thats true balancing ...

SYL

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apple
post May 29 2013, 09:03 AM
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And some quick infos from these rules

- Combat spell damage = net hits, but no drain

- You fight with markers in the matrix 1-3 marks are necessary for actions, 4 marks is the former admin mode. ((MARKs – Matrix Authentication Recognition
Keys)). Marks seem to the threshhold.

- Matrix defense is now willpower + intuition (delete marks) or

- You use a fork programm to hack two devices at the same time. You roll logic + hacking + bonus dices against the threshold of the item => each net hit is a mark => enough mark = the matrix target behave as you like, but you have to roll for every action again (in the matrix example the hacker tries to control two gun turrents at the same time and the gun turrets resist with their device rating

- Orks are now humans or humans are now orks (or someone forgot to swap the pics (or the reader forget to read the flaws)).

- Standard Mc Hughes have automatic gun turrets installed inside their shops (Food Fight into adventure is back).

- Some weapon damage values

Automatic Pistol 6P, accuracy 5+2
Taser: 9S, accuracy 5
Hunting Rifle: 11P, accuracy 7
MPi 7P, accuracy 4+2
Heavy Pistol 8P, accuracy 5+2
Melee Combat: 8S
Sword 10P

- Some armor values (seems to be 50% more armor)
12 armor jacked
9 cham suit
9 coat

- There are a lot of items which give bonus dices (lenses, mnemo, zerebral booster

- Standard dice pools of the quick starter chars are between 5 and 10 (attribute + skill)

the shaman has the advantage "mage (shamanistic tradition)

- Limits
Adept limits: body 6, mental 5, social 5
Hacker limits: body 5. mental 7, social 5
Street Sam: body 8, mental 5, social 4
Shaman: body 5, mental 5, social 7

- weapons have two ranges now, long and short. The reason could be the tuned down complexity of the QSR, or perhaps because the devs feel that the dark and gritty feeling needs close combat

- close combat seem to be upgraded, more damage (no more strength / 2, but simply strength as base damage), no more attribute + skill vs attribute + skill + skill, it follows the standard attack roles

SYL
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Larsine
post May 29 2013, 09:12 AM
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QUOTE (apple @ May 29 2013, 11:03 AM) *
Adept limits: boy 6

Overshare. I did not need to know that (IMG:style_emoticons/default/rotate.gif)
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Oracle
post May 29 2013, 09:23 AM
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According to page 12 of the German quickstart rules, the number of initiative passes a character gets is variable again. -.-
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apple
post May 29 2013, 09:25 AM
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That was already known two or three blogs ago. (IMG:style_emoticons/default/wink.gif)

SYL
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Oracle
post May 29 2013, 09:26 AM
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I shouldn't have stopped reading them, I guess.
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Stahlseele
post May 29 2013, 09:41 AM
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Much Text is missing.
For example, half of the Text in the Hacker Vrsus Old Maglock is missing for me.
And the first 2 lines in the description of the pre made characters are missing too.
And nothing at all about how Limits work. Just that a Baseballbat has a Limit of 4.
And Guns have Limits of 5(7) without and (with) smartlink with nothing about how
Laserpointers and other stuff will interact with these numbers at all . .
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apple
post May 29 2013, 09:49 AM
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There are no laser pointer in the preview ...
Limits are explained on page 9 and 10
There is no missing text.
I would suggest that you download it again

SYL
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Oracle
post May 29 2013, 09:50 AM
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Apperently Shadowrunners are willing to do runs against the mob for 500 (IMG:style_emoticons/default/nuyen.gif) now.
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Stahlseele
post May 29 2013, 09:54 AM
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@Apple:
Page 9: Limits exist and apply in Tests of Attribute+Skill, and in a comparing test, the limits apply to both sides.
Nowhere does it say how you get to calculate how big the limits are, as far as i can tell.

And yes, in the DriveThrough version, text is indeed missing for me.
In the Pegasus Version it ain't missing at all anymore.
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apple
post May 29 2013, 09:58 AM
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I have the DT Version and there is no tesxt missing (just compared it with the Pegaus vesion, it“s all the same).

And yes, it“s not explained how to calculate the limits. These are quick starter rules, you do not generate new characters, you use the archetypes (where the limits are already written down on the character sheet) and the given NPCs from food fight.
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bannockburn
post May 29 2013, 10:07 AM
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The human adept is an ork poser.
Look at her flaws (IMG:style_emoticons/default/smile.gif)
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RHat
post May 29 2013, 10:25 AM
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QUOTE (Stahlseele @ May 29 2013, 03:54 AM) *
@Apple:
Page 9: Limits exist and apply in Tests of Attribute+Skill, and in a comparing test, the limits apply to both sides.
Nowhere does it say how you get to calculate how big the limits are, as far as i can tell.

And yes, in the DriveThrough version, text is indeed missing for me.
In the Pegasus Version it ain't missing at all anymore.


It's previously been stated that you calculate inherent limits based on aspects of the character.
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apple
post May 29 2013, 10:32 AM
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I am wondering why there are no english QSR?

SYL
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Stahlseele
post May 29 2013, 10:33 AM
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And on which aspects?
It's kinda like:
"It's previously been stated that you calculate miles per gallon on aspects of the car"
without telling anybody wether it's PS, wheel-size, lift, fuel type, weight, size of the gas tank or airresistance.
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apple
post May 29 2013, 10:36 AM
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Your attributes ... as stated in previous blogs. And since you do not created new characters there is no need for the exact formula (since all the limits are already noted down for the NPCs). But you can check the values yourself and try to find out the formula.

SYL
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RHat
post May 29 2013, 10:36 AM
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QUOTE (Stahlseele @ May 29 2013, 04:33 AM) *
And on which aspects?
It's kinda like:
"It's previously been stated that you calculate miles per gallon on aspects of the car"
without telling anybody wether it's PS, wheel-size, lift, fuel type, weight, size of the gas tank or airresistance.


Known factors are Attributes and Essence.
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Tycho
post May 29 2013, 10:49 AM
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as I wrote in the other thread:

Physical Limit: (Bod+Str+Agi)/2
Mental Limit: (Int+Log+Wil)/2
Social Limit: ? (maybe Cha+Cha+Ess)/2?

that would be my best guess

but I have to say, if a Limit of 5 is the norm, 7-8 is good and 14 would be the max (9+9+9)/2 = 14. I don't see any sence in these outside of cutting of really lucky rolls were your Limit takes effect. In most tests you will seldomly roll more than 5 hits...
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RHat
post May 29 2013, 11:03 AM
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Well, supposedly the Street Sam from SR4A would have a Phys-Limit of 10 (based on the PAX-East demo reports), which works with that math if we assume it rounds up...

I'm gonna go ahead and guess that Intuition is gonna feed into the Social limit though - in part because otherwise it means every Face is gonna be an Elf.
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hermit
post May 29 2013, 11:24 AM
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QUOTE
Funny thing: either there is a major difference between the German or English rules or between the quit starter rules and the final rules, but mages do only net hits as damage for their spells now. Thats true balancing ...

As Tigger stated on the Pegasus forums, they're translating and errating the English rules parallel to development of the same.

QUOTE
Standard Mc Hughes have automatic gun turrets installed inside their shops

McHugh's has been a fortress ever since NAGRL.

QUOTE
Hacker limits: body 5. mental 7, social 5

To be precise, the Mental limit is noted as 6(7), indicating Limits can be augmented in some way.

QUOTE
I am wondering why there are no english QSR?

They are out, in that they are used for demos on American conventions, just not available on the internet. Seems the Germans don't play their cards quite so close to their chest.
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Larsine
post May 29 2013, 11:44 AM
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QUOTE (hermit @ May 29 2013, 01:24 PM) *
As Tigger stated on the Pegasus forums, they're translating and errating the English rules parallel to development of the same.


McHugh's has been a fortress ever since NAGRL.


To be precise, the Mental limit is noted as 6(7), indicating Limits can be augmented in some way.


They are out, in that they are used for demos on American conventions, just not available on the internet. Seems the Germans don't play their cards quite so close to their chest.

English QSR should be available in print on June 15th. My FLGS has promised to keep a copy for me, even if I don't make it into the shop that day.

Source: http://www.catalystgamelabs.com/2013/03/12...e-rpg-day-2013/
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apple
post May 29 2013, 12:05 PM
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QUOTE (hermit @ May 29 2013, 06:24 AM) *
McHugh's has been a fortress ever since NAGRL.


Yes, and since thats its pretty strange in the world of SR, considering it“s not Cyberpunk 2020. But well, Food fight SR1 ...

SYL
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Bull
post May 29 2013, 12:09 PM
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QUOTE (apple @ May 29 2013, 06:32 AM) *
I am wondering why there are no english QSR?

SYL


Last year a new set of Quick Start Rules were developed and released for Free RPG Day. The PDF was released shortly after it.

I know a new one was developed for this year, and the Free RPG day lists it as a flip book along with the Battletech Quickstart, same as last years. Beyond that though, I have no idea what the release plan is, or if it's the same as the German version.

However, I will say... Ork Poser Adept is hilarious (IMG:style_emoticons/default/smile.gif)

Bull
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thorya
post May 29 2013, 12:36 PM
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Skills go to 12 now right? How come none of the example characters have any skills above 4? I don't expect them to be min-maxed, but no skills in the upper half range of skills? Seems weird.
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