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> Shadowrun 5 Errata, Let's stay focused here
Stahlseele
post Jul 13 2013, 11:03 PM
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QUOTE (Tymeaus Jalynsfein @ Jul 14 2013, 01:00 AM) *
Only if you wifi enable it... otherwise, the quote is too unwieldy.

oh god . . can't stop laughing . . you bastard! XD ^^
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Samoth
post Jul 13 2013, 11:58 PM
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Pg 384. the Professional Rating 5 Lieutenant's statbox cuts into the bottom border of the page, and the Professional Rating 6 Lieutenant does not have a Magic rating.
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Jaid
post Jul 14 2013, 12:00 AM
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page 187, the table indicates a modifier for "defender receiving a charge", but has no explanation for what precisely that involves (given that the attacker charging normally gives a bonus, it makes little sense to have two bonuses that are always going to be present at the same time, so receiving a charge must involve something beyond just having someone else charge you). it looks like this modifier should possibly not be on this table at all, but rather should be on the table on page 189 (where it is repeated and explained). it is perhaps worth mentioning that the table page 189 explains the defender is wounded modifier, but page 187 never explains the attacker is wounded modifier (personally, i would just remove the one that explains it... that modifier is applied to everything unless otherwise specified, you should only have to mention when it does *not* apply).

in addition, you have an entry for friends in melee, then further below you have a main heading after melee damage called "Multiple Attackers (Ganging Up)" with sub-headings of "Simple Bonus" and "Melee Teamwork" (on the next page for melee teamwork). it seems odd that you would have a "Damage" heading with only a few lines of text, then a new heading that basically goes over something you just explained a couple of paragraphs above...

page 188, example, melee teamwork: "Once again, Full Deck only comes up with
1 hit again..." (you don't need to say again twice).

page 190: if a defender has good cover, it applies vs spellcasting tests. if a defender has partial cover, it only applies vs indirect combat spells that allow a defense test. probably these should apply in the same circumstances.

page 191, example, active defenses: when you decide to parry, does that really mean your defense pool suddenly becomes limited by your physical limit? that is, does your potential for defense actually decrease as a result of you doing more to defend yourself?

edit: and on page 192, it mentions the same effect for parry, that a limit is applied. however, even if this completely counter-intuitive nonsense is intended, the limit is wrong; as you are using a weapon, it should be accuracy, not physical.
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Samoth
post Jul 14 2013, 12:19 AM
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Pg 428. the gun in the Sniper Rifles category is listed as "Ruger 100", Pg. 429, it is listed as "Ruger 101". In the Index on page 471 it is listed as "Ruger 101".
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Jaid
post Jul 14 2013, 12:32 AM
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page 194, effects of surprise: this paragraph seems to suggest that you cannot react to things that unsurprised people do, but that you can take general actions like dropping prone (note: technically, you are no longer surprised when you get your action, so technically this does nothing). it then goes on to explain that if one of your allies warns you to duck, you can't duck... so, in other words, the worst thing an ally can do in an ambush is warn you that there's an ambush, because up until then you can choose to do things like taking cover, but the moment you are warned by someone who is not surprised your ability to take cover is completely negated.

simply put, that's just silly. i sincerely hope that is not what you meant, and would recommend that whether it was what you meant or not that you should change it.
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cndblank
post Jul 14 2013, 12:51 AM
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QUOTE (Stahlseele @ Jul 13 2013, 05:03 PM) *
oh god . . can't stop laughing . . you bastard! XD ^^


Ditto!
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Jaid
post Jul 14 2013, 01:30 AM
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page 199, vehicle test threshold table (extreme):

"Jumping vehicle over an
obstacle, driving through a
space just big enough for
the vehicle, while ramping a
vehicle through the air rolling
it just enough to have a hook
from an overhanging crane
knock a bomb off the bottom of
the vehicle before it explodes"

not 100% certain, but i suspect that "only" ramping a vehicle through the air rolling it just enough to have a hook from an overhanging crane knock a bomb off the bottom of the vehicle before it explodes" warrants extreme all on it's own, without also having to be "driving through a space just big enough for the vehicle" at the same time.

(in other words, i don't think you want that "while" in there).

edit: also, while i don't own the physical book, unless page 199 is just to the left of page 201 in the dead tree version for some reason,

"Apply a
modifier to the threshold based on the Terrain Modifier
Table at right."

is inaccurate. in the event that it *is* accurate, i would like to submit the errata that page 201 should not be at the right of page 199.

edit: page 200, the red box "vehicle speeds" dealing with long-range travel, mentions foot and bicycle travel and fatigue, referencing page 172. those rules do not cover "hustling" (unless you mean running, in which case, per my earlier mention, there are two different sets of rules on running depending on where you look), nor do they cover bicycles.

edit again: page 201, Vehicle Damage: in the case of many vehicles with high body, this will inevitably result in the vehicle having a handling rating (and therefore a limit) of 0 once it takes a fair chunk of damage, rendering the vehicle impossible to drive successfully well before it is actually impossible to drive. i suggest a minimum handling of 1.

and edit again, page 203:

"This action does not need to be taken as the driver’s first
action in combat, but until this action is taken, the vehicle
is considered uncontrolled at the end of the Combat
Turn"

"until" should probably be "unless".

page 204: the ramming rules presented on this page are very different from the rules for tactical vehicle combat. for example, passengers appear to not take any damage in chase combat, and determining the amount of damage inflicted in tactical is quite different from how it is done in chase.
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phlapjack77
post Jul 14 2013, 04:07 AM
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I can't take credit for noticing this, but it looks like when you are behind cover and someone shoots at you, if you tie on the opposed test then you're hit (cover, p190) and have to soak DV-1 (penetration weapons, p198). If you aren't behind cover and tie, then it's a grazing hit (grazing hit, p173) and not much happens. So the results are worse for a character when they're behind cover, which seems...nonsensical. {credit: vagrant}
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tsuyoshikentsu
post Jul 14 2013, 04:19 AM
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Page 98: "When raising skills and attributes, keep in mind the various restrictions of character creation: Only one attribute can be at the natural attribute limit, and gear is restricted to items with Device Ratings of 6 or less or an Availability of 12 or less."

Should say "skills, attributes, or gear" and include the chargen skill restrictions.
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Elve
post Jul 14 2013, 06:30 AM
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p.193, example1: Besides the good description of effects of a glitch (this is rare in this book), the glitch in the example actually results in loosing his action as if he had failed this test (this should not happen after a glitch!)
p.283, direct combat spells: "The target does not get to resist the damage, only the Spellcasting test." -> So you get, e.g., wound modifiers to lower your resistence against these spells? (They always apply when you are not resisting damage)
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Dolanar
post Jul 14 2013, 06:38 AM
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Pg 281. Under Reckless Spellcasting, it calls out using 2 simple actions for casting spells, as I suspect this will be used in combat often, it could be mentioned that if used during combat, refer to the rules for using multiple weapons & split the dice pool.
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branford
post Jul 14 2013, 06:44 AM
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p. 384, Professional Rating 6, Elite Special Forces - the stat block does not contain an entry for "augmentations" despite their clear reference in the character attributes and description.
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RHat
post Jul 14 2013, 06:45 AM
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QUOTE (Dolanar @ Jul 13 2013, 11:38 PM) *
Pg 281. Under Reckless Spellcasting, it calls out using 2 simple actions for casting spells, as I suspect this will be used in combat often, it could be mentioned that if used during combat, refer to the rules for using multiple weapons & split the dice pool.


Erm... You can only use one of those spells to attack with due to the limitation on attack actions.
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Elve
post Jul 14 2013, 07:02 AM
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p.190, Cover: "If you attack someone in cover and you tie in the Opposed Test, you hit your target through the cover she’s using. If you penetrate the barrier (see Barriers, p. 197), you can still do damage to your opponent." -> So in light cover (+2 defense) you need an extra hit to avoid getting hit at all, this might be bad deal if the cover is not very solid compared to simply standing in the open next to the cover. For heavy cover (+4) this is slightly better on average.
p.194: "The surprised character can, however, carry out other actions that are not specifically directed at any surprising characters, such as dropping prone." while p.164 says "A character who is surprised may not drop prone."
p.194, Knockdown: "this acts as a forced, free Drop Prone action" -> So it costs you your free action for the phase? What if you have none left?
p.195, Blast out of Hands: The target gets no roll to keep his weapon? (Besides rea+int to dodge) So it might be quite easy to disarm the Pather of an angry troll with my hold out.
p.196, Shake Up: "These shots represent the intentional shot past the ear or skipping rounds off the ground to keep an opponent on their toes and on the run." So these shots don't hit? Then the rest of the subsection talks about normal damage and hitting the target. Besides, this is very very powerful if you reduce the ini AND make normal damage!
p.198, example 1: The example forgets the resitance roll for the barrier against the one point of damage from the gun, which will probably remove any damage. Furthermore, bullets are just penetrating and endangering the guards if an additional (normal) resistance roll of the barrier is not enough to stop them.
p.198, example 2: This example is in contrast to the rules for shooting though barriers on p.197. Instead of the door taking 1 damage and 11 remaining, a normal damage resistance test is made for the door, and only remaining damage above the structure is hitting Wombat. E.g., the door rolls an average of 7 hits with its 20 dice -> 5 damage to the barrier (this is in contrast to the rules for destroying barriers that would limit this damage to one before rolling) -> 5 is less than the structure of 8, so Wombat would not be hit.
p.198, Body Barrires: Does the armor really work like barrier armor? As in damage lower than armor does nothing?
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Tycho
post Jul 14 2013, 09:38 AM
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page 279 under "Power Points"
QUOTE
At character creation, adepts receive Power Points equal to their Magic attribute, while mystic adepts have to buy Power Points with Karma. Subsequently, Power Points can come in two ways. You get a free Power Point whenever you increase your Magic attribute, and you can gain a Power Point through Initiation (p. 324) instead of gaining a metamagic.


This says a Ki-Mage gets a free Power Point every Time he raises his Magic, because there is no Restriction that the first way is only for Adepts...
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Makki
post Jul 14 2013, 09:55 AM
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p.463 The Eurocar Westwind has a speed attribute of 7. that's 768 km/h, probably too much unless it's rocket propelled, which is not mentioned in the description.

p.465 Excep for the Ares Venture and the GMC Banshee all aircrafts listet travel at the same speed as road cars do. Some of theese values are physically impossible. Planes need speed of 6+
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Elve
post Jul 14 2013, 10:00 AM
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p.200: Vehicles & Suppressive Fire should be red rules box instead of a white example box.
p.201, Crashes: Shouldn't the speed be a factor as well? Furthermore, hitting a concrete wall on a motorbike at full speed does almost no damage while hitting it in an armored and protecting large car is deadly?
p.205: The rules for defending inside a moving vehicle are overly complicated: you get +3 for being inside a moving vehicle, +4 for good cover, but -2 for being unable to move freely = +5 defense. Why is there not a single bonus of +5 being inside moving vehicle including all other stuff?
p.205: Damage and passengers: Shotguns and suppressive fire seems very effective at killing people inside armored transporters, there is no check at all whether the shots are able to penetrate the heavy armor. Instead, all chars inside are simply hit (although they gain a hefty armor bonus).

Remark on crash damage: Wouldn't it be more realistic for passengers to only suffer the amount of damage not soaked up by the vehicle? So an armored car actually protects its passengers?
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Samoth
post Jul 14 2013, 12:09 PM
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This has to be a mistake - the Ares Lightfire 75 is less accurate than the Ares Lightfire 70, yet is listed as a Special Operator's gun.

Really, these two guns confuse me since they have otherwise identical stats, yet the 75 is a Forbidden item because it has....a smartgun link? Less Accuracy? Not sure why exactly.

Also, the Stun Baton is a Restricted Item, but Tasers aren't. Huh???

Did anyone actually playtest the Stick N Shock ammo? The -5AP modifier is only reached in game by Sniper Rifles and Assault Cannons, but now you can get that on a Streetline Special with SnS.

Armor - give me a good reason to NOT use an Armored Jacket. It's ridiculously better than all other options barring Full Body Armor.

Should the Cyber Light Pistol REALLY be the most Accurate pistol in the entire game?

We could really do with a table of which Bioware can be bought as "Used". I'm not sure if Cultured can be Used at all, but something standard like Bone Density doesn't make sense as Used but is by the RAW.
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HugeC
post Jul 14 2013, 01:16 PM
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Not a problem with the text, but with the PDF itself. Whenever I use a bookmark, it automatically zooms to fit the page. I have set my preferences so that it should zoom to fit the width (Edit -> Preferences -> Page Display pane -> Zoom: Fit Width). A quick internet search (http://superuser.com/questions/278302/prevent-adobe-reader-from-switching-to-fit-page-zoom-when-bookmark-is-clicked) seems to indicate that the document itself is overriding my preferences. Please, this is SO annoying, if it's possible to let the user's preferences prevail, that would be great. (IMG:style_emoticons/default/smile.gif)
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HeckfyEx
post Jul 14 2013, 01:19 PM
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QUOTE
Really, these two guns confuse me since they have otherwise identical stats, yet the 75 is a Forbidden item because it has....a smartgun link? Less Accuracy? Not sure why exactly.

Silencer.
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Samoth
post Jul 14 2013, 01:39 PM
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QUOTE (HeckfyEx @ Jul 14 2013, 01:19 PM) *
Silencer.

Nope, you can get the exact same Silencer on the Lightfire 70 for extra money, but not Forbidden.
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Sengir
post Jul 14 2013, 03:14 PM
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P. 238, the Control Device action:
If there is no test associated with the action you want the device to perform (such as unlocking a maglock or ejecting a clip from a pistol), you must succeed in an Electronic Warfare + Intuition [Sleaze] v. Intuition + Firewall test to perform the action.

That is fine and dandy for illegal actions, but what about Joe Wageslave who wants to remotely open his garage maglock, or the rigger who wants to change firing modes on his drone? I suggest changing that to "If there is no test associated with the action you want the device to perform (such as unlocking a maglock or ejecting a clip from a pistol) and you are not the owner of the device in question (see Owners, p. 236)...


And to get back on the Spirit/Sprite problem:
Here is how somebody with DP 14 fares on a Compiling + Resonance [Level] v. Sprite Level test: http://postimg.org/image/5wxzy91d9/. No reason at all to use something below 3, even if you had another 20 dice a L 1 Sprite/F 1 Spirit would get away 33% of the time.
And here is how summoning would look without the limit: http://postimg.org/image/m14z8xn3r/
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Elve
post Jul 14 2013, 04:04 PM
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p.206: Is it possible to heal less than the number of successes? So if I roll 4 successes to heal four damage but I just want to spend 2 turns? When would I have to decide?
p.207: Healing is en extended test, so each roll has a cumulative -1 modifier. This is missing in the example.

edit: Healing damage (see p.206: "In both cases, healing is handled as an Extended Test.")
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Sengir
post Jul 14 2013, 05:21 PM
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  • P. 180, Shotguns: Characters can load them with shot rounds, but shot rounds have little effect against 21st-century body armor. To determine the damage done by shot rounds, apply the flechette ammunition rules to the Damage Value indicated for the weapon. Shot rounds spread when fired, creating a cone of shot extending outward from the shotgun’s muzzle. This allows the shot to hit multiple targets, but with reduced effectiveness due to the spread of the shot pellets over a wider area. The mechanism that controls this spread is called the choke.
    Shot and pellets don't exist, should be "flechettes"
  • P. 424, Firearms: All firearms have the following wireless bonuses in addition to any wireless bonuses on each model:[...]If you have a DNI, you get two additional benefits. First, ejecting a clip (for weapons that have them) is a Free Action rather than a Simple Action. Second, changing fire modes (on models that have more than one) is a Free Action rather than a Simple Action
    Conflicts with the description of the Smartgun System on p. 433, which says those boni require a wireless Smartgun System
  • P. 426, Colt Government 2066: The description sounds like it has Electric Firing, but it doesn't have any RC
  • P. 434, Gel Rounds: Superfluous "AP +1" in the description text, that's what the table is for
  • P. 434, Explosive Rounds: A "shaped charge" is something you put holes in a tank with. If that was really the intention with these rounds, you'd expect some hefty AP mod...
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Elve
post Jul 14 2013, 05:56 PM
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p.211: "Can the chatter, Badger Three." should be Badger Four.
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