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> Shadowrun 5 Errata, Let's stay focused here
Jaid
post Jul 16 2013, 06:32 AM
Post #226


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page 273 "Freddie was a bound spirit of air ‘Hawk probably him along
to keep an eye on his investment."

(i'm guessing "brought" between "probably" and "him" would make this sentence a lot more clear).
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Tzeentch
post Jul 16 2013, 06:49 AM
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QUOTE (Makki @ Jul 16 2013, 06:12 AM) *
p. 142 Leadership (Rally) doesn't mention a duration.

-- I suspect it should say:

Rally: During the next Combat Turn, your subordinates add 1 to their Initiative Score for every 2 hits you get.
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Tzeentch
post Jul 16 2013, 07:20 AM
Post #228


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Page 414 Addiction Tests
Third paragraph, last sentence.

"This means that substances with high Addiction ratings (like kamikaze) could get you hooked in a single dose."

-- That appears to be impossible in these rules, with the listed drugs. Kamikaze would have to be used for two weeks (11-9 Addiction Rating) to require a Addiction Test.
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Elve
post Jul 16 2013, 07:42 AM
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p.288: The Increase [Attribute] Spell uses the term "augmented maximum". This term is not used anywhere else in the book. The meant maximum of natural value +4 is unnamed.
The same goes for Improved Physical Attribute on p.309.
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pragma
post Jul 16 2013, 08:13 AM
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p. 190, Defender has Good Cover section, in the description of cover in melee (ranged? I'm not sure) combat defense the sentence "Note that this modifier does not negate the blind fire modifier the attacker suffers ..." really threw me for a loop. Consider starting with the fact that this is an exception for total cover: e.g. "In the case the target has complete cover from the attacker the two modifiers will affect the attack. The attacker will suffer the blind fire modifier and the defender will receive the good cover bonus."
p. 198 "16 boxes on the condition monitor for the door" the example references rules that don't seem to exist for structural condition monitors. As near as I can tell from the rest of the rules you get a 1m diameter hole for every structure rating of damage you do, with no condition monitor to speak of.
p. 199 "hairpin turn" appears twice in the vehicle test threshold table at the hard level.
p. 203 the ramming rules don't indicate that net hits on the vehicle test add to damage done to the ram's target. This is different than the chase combat ramming rules.
p. 204 under "Catch Up/Break Away" the text refers to a "maneuver threshold" which I've never seen mentioned anywhere before. It may intend to mean "Vehicle test threshold" referencing the table on p. 199
p. 208 and 207. On p. 208 the rules state that medkits add their rating to first aid tests after they've been applied. On p. 207 the example with Full Deck indicates that they increase the limit of the first aid test. Which is it? Consulting p. 450 it indicates that it is the limit increase always and both limit and dice pool increases if wirelessly enabled. Is that worth adding to the text in the healing section, because I think the rules only appear under medkits right now. This one has been mentioned earlier.
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Elve
post Jul 16 2013, 09:26 AM
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p.283: Combat modifiers affecting indirect combat spells should be mentioned here.

p.283: Counterspelling should mentioned in defense against Combat Spells.
p.285: Does Counterspelling protect objects from (active detection) spells? As written, it seems as if this is not possible.
Similar for all other instances...

Maybe it would be better to drop the mention of counterspelling on p.285. CS than just is general rule always applying.

p.298: Homunculus is missing his Cha attribute.
p.299: "A watcher’s skills are equal to half the Force of the ritual (rounded up)." Should be "A homunculus' skills ..."
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Merlin
post Jul 16 2013, 11:36 AM
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Speed ratings for vehicels are broken.
You cant drive a Westwind at mach 6, not even with a Control Rig 3.
Why does the Control Rig add its rating to the speed anyway?

Even with out this Bonus a Westwind have a speed of 7, thats the same as the Ares Venture a LAV. 768kph is way over the top for a car.
The Tundra 9 Fokker has a top speed of 144kph without Control Rig. Seems a bit low for a plane huh?

Most of the Vehicels have really low top speed, like the Americar with max 48 kph.
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Mäx
post Jul 16 2013, 12:00 PM
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Street Sam sample character has over 600k (IMG:style_emoticons/default/nuyen.gif) worth of gear
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Samoth
post Jul 16 2013, 12:02 PM
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Quick Healer quality gives +2 die pool modifier for all healing tests made "on/for/by" the character for 3 "Karma". Why would tests made BY the character apply the bonus to another character? Would it stack if two characters using healing on each other both had Quick Healer quality? It also seems ludicrously under-priced.
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CeeJay
post Jul 16 2013, 12:19 PM
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Street Shaman sample character has active skill "Conjuring 6".

Should be either "Conjuring skill group 6" or (more likely) "Summoning 6".

-CJ
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CeeJay
post Jul 16 2013, 02:31 PM
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Brawling Adept sample character has quality "Pain Resistance (1)".

That should possibly be "High Pain Tolerance 1".

-CJ
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Elve
post Jul 16 2013, 03:11 PM
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p.304: "The aura and astral signature fades at the same rate as a cast spell (p.283) after activation." This should reference p.312
p.307: "The amount [...] is equal to the amount of karma the focus would require to be bonded at the Force specified in the focus formula (p. 306)" should reference p.318
p.309: The Improved Physical Attribute uses the term "augmented maximum". This term is not used anywhere else in the book. The meant maximum of natural value +4 is unnamed.
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Skynet
post Jul 16 2013, 04:30 PM
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p.198, example-box:
QUOTE
Wombat pulls up his trusty AK-97, toggles the
safety to full-auto, and starts to rock and roll on the
door (...)
and referencing Penetration Weaponsshows that the attack does
1 box of damage to the barrier (...)


Because wombat is using autofire, the damage dealt would be based on the number of bullets (probably DV4 with 10 bullets).

On a side note: The thread starts to attract re-posting of already mentioned issues and non-errata-related chatter.
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Sengir
post Jul 16 2013, 04:31 PM
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QUOTE (Bull @ Jul 15 2013, 10:51 PM) *
1) Prices didn't really change. They've always been this way. *waves hand like a jedi doing a mind trick* And you'll note prices for most things didn't change from 4-5. We just rebalanced 'ware, for the most part.

2) Safety Standards, inflation, and shortages in materials have caused the prices on certain items to rise for no real reason, because the corps realized they weren't making enough profit. And/or some items started getting taxed heavily. See the prices of things like paper, gas, and cigarettes that suddenly shoot up in price for no real reason.

3) Samurai don't have riches. Started resources at chargen does not necessarily represent money. It represents things you've somehow accumulated. I don't think I've ever player or played with a character that just bought his own 'ware because he was bored one day. Usually it's corp or military implanted when he was previously employed. Plus if you just took the money and retired, you'd have to come up with a new character anyways.

4) Fnord.

5) It was a rebalancing. It happens. In all seriousness, it's basically a minor world retcon. In game, things didn't suddenly inexplicably get more expensive.

http://forums.dumpshock.com/index.php?show...t&p=1244012
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Medicineman
post Jul 16 2013, 05:55 PM
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SR5, page 62:
Watch your back!
Shoot straight!
Conserve ammo!
Never deal with a dragon!


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

Hough!
Medicineman
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Elve
post Jul 16 2013, 05:58 PM
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p.319: "Power foci live up to their name. They are very powerful foci that temporarily increase your effective Magic rating. That means they add to your Sorcery, Conjuring, and Enchanting dice pools, along with any other test where Magic is involved." -> So do they only provide dice pool boni, or do tehy also increase magic in other areas, e.g., determining whether drain is physical?
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Abstruse
post Jul 16 2013, 06:00 PM
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I've only skimmed over the thread so I'm not sure if this has come up yet, but I noticed it last night:

Character Creation chapter p. 95 "Only standard gear and alphaware are available at character generation."
Gear chapter p. 451 "Only standard, alphaware, and used implants are available for purchase at character creation."

So can we get used or not?
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Elve
post Jul 16 2013, 06:10 PM
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p.315: What damage do dual natured creatures (e.g., a homunculus) do in astral combat against purely astral beings.
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Jaid
post Jul 16 2013, 07:15 PM
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page 296, dispelling: "Regardless of how
it goes, you take the Drain from the spell as if you had
cast it—Physical if the spell’s Force was higher than your
Magic rating, Stun otherwise."

that isn't taking the drain from the spell as if you had cast it at all. taking the drain as if you had cast it would be "if the spell you are attempting to counterspell has more hits than your magic attribute, you take physical, otherwise you take stun" or something roughly along those lines.
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Skynet
post Jul 16 2013, 07:26 PM
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QUOTE (Elve @ Jul 16 2013, 08:10 PM) *
p.315: What damage do dual natured creatures (e.g., a homunculus) do in astral combat against purely astral beings.


Shouldn't they be covered by the "magician"-entry (i.e. a DV of Charisma)?
But while we're at it: Would a dual-natured critter (for example a ghoul) use unarmed combat or astral combat to attack against a purely astral being (for example a mana barrier)? (Covered on the first few sentences of the chapter.)
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Samoth
post Jul 16 2013, 07:27 PM
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Pg 125. the Smuggler is listed with 4.9 essence but based on his augmentations that is not a correct number.

Pg 136. the Street Ganger's Streetline Special is listed as "with Concealed History" when it should be "Concealed Holster".

Pg 428. does the Ares Alpha's underbarrel grenade launcher use the Heavy Weapons or Automatics skill?
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Mäx
post Jul 16 2013, 07:46 PM
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Gunslinger adept has Yamaha Raiden, it has availability of 14F and thus can't be gotten in chargen.

By the way kudos to who ever wrote flavor text for the Occult Investigator, it's very nice piece.
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Samoth
post Jul 16 2013, 08:34 PM
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Pg 74. Exceptional Attribute "For example, an ork character with the Exceptional Attribute quality for Strength could take his Strength attribute up to 10 before augmentations are applied, instead of the normal limit of 9."

Ork max for Strength is normally 8, maybe they meant Body?
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Tzeentch
post Jul 16 2013, 09:25 PM
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QUOTE (Samoth @ Jul 16 2013, 07:27 PM) *
Pg 125. the Smuggler is listed with 4.9 essence but based on his augmentations that is not a correct number.

-- The Smuggler should have 3.1 Essence left (big change!)

Control Rig 2 2
Datajack 0.1
Muscle Toner 2 0.4
Smartlink 0.2
Smuggling Compartment 0.2
Total = 2.9 Essence
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Jaid
post Jul 17 2013, 12:19 AM
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page 319:

"Metamagic foci are advanced type foci designed to
support initiates"

there are a few ways you could go about fixing that. i'm not listing all of them, just pick one and make the sentence work.

same page:

"while a Level 1 Improved Reflexes
focus is Force 6 if you do not have Power Point of your
own in the power," (that's power points, or you need to change that sentence around a bit some other way).

edit: page 324, wise warrior advantage:

"All: +2 to dice to Leadership" (there's an extra 'to' in there).

edit: page 325: "you’ve got yourself a shiny new initiative
grade and all of its benefits." (should just be an initiate grade, not an initiative grade)

page 328, "Just as this clock in his AR display flicked to 10:04 p.m.," (should probably be 'the' clock).

edit: page 331: "...than any
of the street urchin he now regarded through is augmented..." ('his' augmented...)
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