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> Shadowrun 5 Errata, Let's stay focused here
cndblank
post Jul 13 2013, 06:49 AM
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QUOTE (branford @ Jun 26 2013, 01:29 PM) *
Hello from a long time lurker. . .

Errata:

Preview #3, SR5, p. 70:

Kyra selected "Magic or Resonance" - Priority A. Nevertheless, her stat block is missing any reference to her "Magic 6" under Special Attributes (so far).

BTW, I want to thank Patrick, Bull, Aaron and Critias (and anyone else affiliated with SR) for answering questions and participating in the forums. Your great patience, understanding and emotional stamina is most impressive. (IMG:style_emoticons/default/biggrin.gif)



Page 92 Kyra's character, the mystic adept, has the Assensing skill but doesn't have Astral Perception
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Tycho
post Jul 13 2013, 07:31 AM
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Autosofts have no entry in the Gear Section at all... so no price, no avail. etc...
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DeathStrobe
post Jul 13 2013, 08:56 AM
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On page 241, Matrix Perception is listed as a complex action, but the text says its a simple test, and says it twice. So is a simple test, a simple action?
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RHat
post Jul 13 2013, 09:02 AM
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QUOTE (DeathStrobe @ Jul 13 2013, 02:56 AM) *
On page 241, Matrix Perception is listed as a complex action, but the text says its a simple test, and says it twice. So is a simple test, a simple action?


A simple test is an alternate name for a success test, as noted on page 47.
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DeathStrobe
post Jul 13 2013, 09:16 AM
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QUOTE (RHat @ Jul 13 2013, 02:02 AM) *
A simple test is an alternate name for a success test, as noted on page 47.

ah. I knew it would be too good for Matrix Perception to be a simple action.
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Garvel
post Jul 13 2013, 09:25 AM
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All indirect area spells have a drain rating of (F -1). Except for Blast, which is the only indirect area spell that doesn't have an elemental damage effect, which should make it worse than the other spells. But the drain is actually higher (F).
Is this on purpose and some kind of noob trap, or is it an error?
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Elve
post Jul 13 2013, 01:37 PM
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The Rating of the sole Connection of the Covert Ops Specialist is with 8 Karmapoints too high. At most you may spend 7 Points on a single Connection.

p.161: Trolls are now actually slower than humans, ... (when sprinting)? Before, they were the quickest race.
p.164: "A character may kneel or drop prone as a Free Action, as long as he is not surprised (see Surprise, p. 192). A character who is surprised may not drop prone." Both sentences have the same meaning
p.164: "Characters unfamiliar with the gestures may make an Intuition (2) Test" A single attribute test?
p.165: "by adding a Multiple Attacks Free Action (see Multiple Attacks, p. 96)" wrong page number -> 196
p.166: "A character may use this Simple Action to gain a cover bonus to their defense test..." How long does he gain this bonus?
p.167: "by adding a Multiple Attacks Free Action (see Multiple Attacks, p. 167)" wrong page number -> 164 (in this case)
p.167: Load and Fire Bow: What is the point of this complex action? Both parts of it are available as simple actions?!
p.167-168: "but only if he has enough Initiative Score left in the Combat Turn to pay the price for the action" indicates that you need 5/10 or more as your current score; "(unless they reduce their Initiative Score below 0" indicates that you don't require 5/10; furthermore intercept and full defense state again that you need enough ini score
p.168: "If the modified Damage Value (DV) of an attack causing Physical damage is less than the AP-modified armor rating, then the attack causes Stun damage instead of Physical damage." In SR4 the damage had to be less or equal to be converted to stun. Is this change wanted? (also on p.173)
p.169: "too much can make Joe Shadowrunner look like the SoyPuff Marshmallow Man, slowing him down more than the protection is worth" actually, you can wear as much as you like without any effect (see example on the same page) only +armor items are limited
p.169: Urban Explorer Jumpsuit in the example has armor value 10, on p.436 it has 9.
p.169: With no encumbrance from single armor pieces: What is the point of having different armor pieces (besides the best one), except for some of them being more obvious than others? E.g., why to wear a rather obvious Urban Explorer Jumpsuit giving 9 armor when I can wear an as obvious Armor jacket giving 12 armor?
p.170: The glitch rule for cold damage breaks with the ruling that a simple glitch is still a success (albeit with a nuisance attached)
p.171: "If the character’s Initiative Score is reduced to 0 or below, they lose their last action." What if the character already had his last action? E.g. ini 4 and shot at in ini 3?
p.171: Are elves especially flammable? Similar to foliage?
p.172: Fire example: In the second combat turn, the fire should have increased by one, thus in the end he faces 3P again (instead of 2P). Furthermore, the agility test should be Agi+Int (see p.171).
p.172: Shadowrunners can go quite a long time without food or drink: 1 day without food: resist 1S; 7 days: resist 2S; 13 days: resist 3S, ... This will be months until becoming deadly, similarly with drink: 1 day: 1S; 3 days: 2S; 5 days: 3S -> weeks until deadly
p.173: Defender Roll (Rea+Int) has no limit?

To highlight a nice and easy to overlook change: Only half excess Stun damage carries over to physical.
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Fatum
post Jul 13 2013, 04:08 PM
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QUOTE (Tzeentch @ Jul 12 2013, 01:09 AM) *
Page 115. Street Shaman, Contacts
-- He has a Tanamous contact. Tanamous is not referenced anywhere in the SR5 book. Should just be changed to "Organlegger."
And it's Tamanous, anyway.

Also, p.428: "When all of the nano-fabricated AK–174s melted to slag, the AK-97s kept functioning just fine."
The AK nano-fabricated model is called AK-147 (see War!, p.154).
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Sengir
post Jul 13 2013, 04:33 PM
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Crossposted from here:
  • Sprites don't have anything to roll for attributes
  • Both Compiling/Summoning and Registering/Binding is limited by the level of the chosen entity. Since there is a realistic chance that even an L 1 Sprite/Spirit rolls one hit (which you can't beat without using Edge), the result is that sooner or later you'll have a better chance if you go for Level 5 right away...
  • The example on p. 254 for compiling an L 3 Sprite says: "She gets 4 hits on her roll, while the sprite rolls 3 dice and gets 2 hits. Netta has 2 net hits". That's how it should be, but by present RAW she'd only get to use 3 hits, ergo 1 net hit.


Edit: -1 brainfart
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Elve
post Jul 13 2013, 04:47 PM
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p.175: as written Recoil compensation of gun in my off hand (I am just holding it ready but not firing) helps with recoil from shooting with my main gun.
p.178: Attacker using Image Magnification is no situational modifier but a compensation for an environmental one (so this subsection is inside the wrong section and could probably be removed altogether)
p.176/178: Blind Fire should not be listed in the situational table, as it is (per the text) the same as the total darkness environmental modifier.
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Jaid
post Jul 13 2013, 06:58 PM
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page 160: "A character with an Initiative Score of 0 or less can
only take one Free Action during an Initiative Pass. However,
a character with 0 or less Initiative is allowed one
Free Action."

one of those two sentences is either redundant, or should be something else.
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Tzeentch
post Jul 13 2013, 07:08 PM
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Page 301, Spirit Basics
* "A spirit can manifest (p. 314)"
-- That should probably reference p. 398 as they have the Materialization critter power.

Page 314, Manifesting
*"Unlike the Materialization power of spirits (p. 314)"
* The page reference should be to p. 398. Amusingly this actually references itself.
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Elve
post Jul 13 2013, 07:53 PM
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p.181&182: "detonates in the next Combat Turn on the Initiative Score in which it was thrown minus 10" -> What if this is below 0?
p.181&182: Wireless Link is supposed to reduce scatter. By how much?
p.183: "Theoretically, a detonating explosive’s blast could rebound repeatedly off each of the six surfaces in a small, well-built room, raising the effective Damage Value of the blast to a value far higher than the original damage of the grenade. This is known as the chunky salsa effect." -> So the floor also bounces damage? So every grenade at the feet of someone has its damage doubled?
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Tzeentch
post Jul 13 2013, 08:15 PM
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Page 303, Spirits, Movement
"They use the Running skill to “sprint” for +2 meters per hit."

-- There is no "they": only the Spirit of Air has Running. I don't think spirits have generally been allowed skill defaults.
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Jaid
post Jul 13 2013, 08:15 PM
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page 168, Block: "Bonus
die, such as die from a relevant weapon foci, can be
added to this test."

usually this would be "A bonus die..." or "Bonus dice..." (needs to be changed in both cases there).

edit:

page 136, Using Running: "You can run non-stop
for a maximum number of minutes equal to your (Body
+ Running) x 10. Fatigue damage begins to take effect
after this point (see Fatigue Damage, p. 172)."

page 172, Fatigue From Running: "If you’re only running (using your running movement
rate) instead of sprinting, this damage is taken every 3
minutes."

one of these is obviously wrong.

edit again: page 137, Using Survival: "Modifiers and thresholds
for Survival Tests are provided on the Survival Test Table.
If you fail the test, you don’t find the food or shelter
you need and take Stun damage with a Damage Value
equal to twice the threshold."

page 172: [Fatigue from] Hunger, Thirst, and Sleep Deprivation: well, i can't very well paste unless i paste the full sub-heading, but, suffice to say it doesn't match up with the rules for using survival. in fact, it is *vastly* more generous. so obviously, the solution is to just not use survival, because if you fail it will screw you over much harder than not even trying does...
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Tzeentch
post Jul 13 2013, 08:17 PM
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QUOTE (Elve @ Jul 13 2013, 07:53 PM) *
p.183: "Theoretically, a detonating explosive’s blast could rebound repeatedly off each of the six surfaces in a small, well-built room, raising the effective Damage Value of the blast to a value far higher than the original damage of the grenade. This is known as the chunky salsa effect." -> So the floor also bounces damage? So every grenade at the feet of someone has its damage doubled?

Actual blast overpressure effects are not even close to this effective anyways. It's a terrible rule that has been copied over each edition (IMG:style_emoticons/default/frown.gif)
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Elve
post Jul 13 2013, 08:43 PM
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Several places in the book mention the infiltration skill, this is now named SNEAKING. (p.184 (5x), 270, 321, 362, 365 (2x))
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cndblank
post Jul 13 2013, 08:53 PM
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QUOTE (Tzeentch @ Jul 13 2013, 02:17 PM) *
Actual blast overpressure effects are not even close to this effective anyways. It's a terrible rule that has been copied over each edition (IMG:style_emoticons/default/frown.gif)



Agreed
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Samoth
post Jul 13 2013, 09:27 PM
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Pg 116. the Combat Mage archetype is a human, but the picture is a Troll.
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Jaid
post Jul 13 2013, 09:45 PM
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page 178, attacker running: "...he
suffer the Running penalty..." (should be suffers
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Elve
post Jul 13 2013, 10:01 PM
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p.186: "Along with receiving this bonus [of +2], attackers can ignore the customary –2 penalty to skill checks made when running." while p.162 says "Characters who are running take a –2 dice pool modifier to all actions performed while running (except for Sprinting). Characters charging into melee combat gain a +4 dice pool modifier (making a net bonus of +2 when combined with the general penalty) when running into melee combat." -> The end result is the same, but this might produce some confusion.
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Jaid
post Jul 13 2013, 10:13 PM
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page 181/182: wirelessly detonating grenades, rockets, and missiles is mentioned to reduce scatter. there do not appear to be any rules whatsoever for this reduced scatter effect.

page 183, multiple simultaneous blasts: "When two explosions occur on the same
Combat Initiative Score and both blasts effect the same
character add half the value of the lower DVs to..."

(this is pretty minor, but you should either make it "two or more", or just make it "the lower DV", no plural)
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Elve
post Jul 13 2013, 10:25 PM
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p.162: "As soon as the character exceeds their Walk rate, they are considered Running until the end of the Combat Turn and incur any penalties or benefits of running. Running characters must use a Free Action in each Initiative Pass they are considered running." -> So when I start running I loose the rest of my free actions for the remainder of the combat turn? (I count running for the rest and I must spend free actions if I count as running)
p.190: "If the defender is currently considered running, i.e., if they ran in their previous action ..." -> As above, I am running when I ran sometimes before in the combat round?!
Is there a way to be running at the start of the combat round, e.g., to use the defense bonus? RAW you are always standing still at the beginning of each round.
p.190: How long/how often to I profit from a single Take cover action? Until I move away, until my next turn?
p.190: Shooting into melee should not be an example box, but rather one of the red ones...
p.191: In the example Wombats attack should mention the -1 for delaying.
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Stahlseele
post Jul 13 2013, 10:53 PM
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SR5, page 62:
Watch your back!
Shoot straight!
Conserve ammo!
Never deal with a dragon!

should be:
And never, ever, cut a deal with a dragon.

It's been that way since SR1 if i am not mistaken.
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Tymeaus Jalynsfe...
post Jul 13 2013, 11:00 PM
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QUOTE (Stahlseele @ Jul 13 2013, 04:53 PM) *
SR5, page 62:
Watch your back!
Shoot straight!
Conserve ammo!
Never deal with a dragon!

should be:
And never, ever, cut a deal with a dragon.


Only if you wifi enable it... otherwise, the quote is too unwieldy.
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