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> Shadowrun 5 Errata, Let's stay focused here
Bull
post Jun 23 2013, 04:44 PM
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QUOTE (Mäx @ Jun 23 2013, 08:38 AM) *
The post 8 of this topic lists the actual error in the book.


QUOTE (Sendaz @ Jun 23 2013, 05:20 AM) *
Then this sounds like a good one for the Errata: Could they include a a bit showing that the Exceptional Attribute may supersede the normal Magic/Resonance limit.
I know you are saying with GM approval, but really if its good enough for Missions, most players will take that to mean it's suitable for regular play.


Again, not an error.

It's explicit in the wording of Exceptional attribute. I posted the text in this thread here: http://forums.dumpshock.com/index.php?showtopic=39008
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Sendaz
post Jun 23 2013, 04:47 PM
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QUOTE (Bull @ Jun 23 2013, 11:44 AM) *
Again, not an error.

It's explicit in the wording of Exceptional attribute. I posted the text in this thread here: http://forums.dumpshock.com/index.php?showtopic=39008

Cool, must have missed that one.
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Mäx
post Jun 23 2013, 05:05 PM
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QUOTE (Bull @ Jun 23 2013, 06:44 PM) *
Again, not an error.

It's bad writing at the very least to mention the difference Exceptional attribute makes for starting attribute and not mention it on the initiation related max magic formula.
And thus worthy of errating IMHO.
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Shemhazai
post Jun 23 2013, 08:06 PM
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In Preview 4, Damage section, I didn't see anything explicitly saying that characters fall unconscious when their damage tracks fill up.
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Sendaz
post Jun 23 2013, 08:16 PM
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QUOTE (Shemhazai @ Jun 23 2013, 03:06 PM) *
In Preview 4, Damage section, I didn't see anything explicitly saying that characters fall unconscious when their damage tracks fill up.

That is a good point, especially for a new player.

I was thinking like a regular and just assumed it was obvious, but would it be for a new guy?
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Stahlseele
post Jun 23 2013, 08:17 PM
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if he has enough hits on a certain test, yes, all of the above.
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sds
post Jun 23 2013, 08:21 PM
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Hope some of these can be used

From Preview 2
Page 49. Under teamwork tests it says that each assistant that scores at least one hit the relevant limit is increased by one. In the example Pete gets no hits and Sorsha gets one, and proceeds to add 2 to both limit and dice pool. The way I read it it should be 1 to each. A better example would be to increase Sorshas hits to 2. Adding 1 to the limit and 2 to the dice pool

Page 51: Attributes, second paragraph. "For humans, all attributes are between 1 and 6..." Edge goes to 7 though.

Page 51: Under Agility. "It also is critical in non..." To my non-english ears "It is also critical in non..." sounds better, wrong as I may be

Page 51: Last sentence. "...and how much power they can draw down to help them...". Suggestion: "... and how much power they can draw upon to help them..."

Page 56: Third paragraph from the bottom, last sentence "BThe Loyalty rating ranges fro, 1 to 6," The first B should probably be removed, and "from" instead of "fro".

Page 57: Smackdown. What are the effect on an Opposed test if both parties use it? Or both attacker and defender burns a point of edge

Usage of Hacker vs. Decker. I was under the impression from page 53 under Matrix that those-who-gains-unlawful-access-to-Matrix-nodes were once more called Deckers. But Hacker is used several times just in preview 2. Are both used interchangeably or did I misunderstood page 53?

Br
Peter
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tasti man LH
post Jun 23 2013, 08:39 PM
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QUOTE (sds @ Jun 23 2013, 12:21 PM) *
Usage of Hacker vs. Decker. I was under the impression from page 53 under Matrix that those-who-gains-unlawful-access-to-Matrix-nodes were once more called Deckers. But Hacker is used several times just in preview 2. Are both used interchangeably or did I misunderstood page 53?

Way back in one of the dev blogs, when talking about SR5 Matrix, they said that while hackers are going to go back to being deckers, the term "hacker" would be an umbrella term for all Matrix-based characters. So both deckers and technomancers are considered "hackers".
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KarmaInferno
post Jun 24 2013, 01:24 AM
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The Crockett EBR description is next to an illustration labeled "Alamo EBR".

Also, is it really supposed to use Longarms skill while switched to Battle Rifle mode? It would make more sense to use Longarms in sniper mode and Automatics in BR mode. As written, since it's categorized as a sniper rifle, you use Longarms for both.


-k
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LurkerOutThere
post Jun 24 2013, 04:10 AM
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Street Sam pregen has no contacts
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Chance359
post Jun 24 2013, 04:30 AM
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When the pdf comes out can we get a break down on the priorities for each archetype? I could ballpark it, but it seems like something that should be included.
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SCARed
post Jun 24 2013, 06:31 AM
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just two questions concerning the fifth preview:

first, something on assensing: On page 312 in the chapter "Astral Signature", you state that for reading an signature, you need to make an Assensing+MAGIC test. this stands in contrast to the the next chapter, where you make an Assensing+Intuition-test for general assensing.

is the first test a typo/mistake or do you need to make two tests, when dealing with astral signatures? the first one with INT to see the signature at all and then a second one to actually "read" the signature? if it was that way, why reference to the assensing table in the signature-chapter? plus you would need 7 hits in your signature-read-test to get further infos other than: "there is an signature", because you need 4 hits for infos, plus the threshold of [3] in the reading-test.

and another one on astral tracking: is this just me or are awakend chars screwed, if they ever loose a focus or something like this, which carries their signaure permanently? even Joe Averagemage with assensing 3 and INT 3 as well as MAG 3 can stay for 6 hours astral, which grants him at least five tests (on hour reserve to return to his body!). if the target is not hiding permanantly behind some heavy astral barriers (6+), he is toast in a wimp. and Joe is not really good at tracking. he will aggregate two to three hits per hour, giving him something like 10 to 15 hits in his 5 hours (there are no negative dice pool modifiers for the tracking test - but perhaps degrading dicepools help here, if used). this way he even has a chance to counter barriers up to force 9, which I find really strong. give Joe one or two more ranks in MAG and he will counter even stronger barriers, as he can track much longer. I hope you can see the point.

but maybe the preview is just missing some countermeasures (metamagic or somethig alike), which will be explained by the full rulesbook.
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LurkerOutThere
post Jun 25 2013, 07:29 AM
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Pg. 252 Infusions of Matrix Atrribute in addition to being oddly named contains the phrase "by this spell".
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j2klbs
post Jun 25 2013, 08:49 PM
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It is unclear (at least to me) whether charging/sprinting bonuses last for the remainder of the combat turn or just until one's next initiative pass action.

~j2klbs
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Shemhazai
post Jun 25 2013, 09:21 PM
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QUOTE (Preview 4, Page 171)
When something catches fire, the fire has an initial Damage Value of 3. This damage is caused at the end of each Combat Turn, and the DV increases by 1 at the start of each subsequent Combat Turn until the item is completely destroyed or the fire is put out. You can fight the fire a number of ways (water, smothering, etc.), making an Agility + Intuition Test and reducing the fire’s DV by 1 for each hit.

QUOTE (Preview 4, Page 172)
Wombat catches fire. At the end of the Combat Turn Wombat has not put out the fire and has to resist 3P damage. In his next Action Phase Wombat decides to try to put out the fire with the classic stop, drop, and roll. The gamemaster calls it a Complex Action with a Drop Prone free action and asks for an Agility roll modified by his wounds. Wombat hits the dirt, rolls—and fails. Another Action Phase comes up and Wombat keeps trying. This time he gets 1 hit, still not enough to put out the fire but enough to lessen it a little. At the end of this Combat Turn Wombat faces 2P damage again.

I think that the increased DV at the end of the first Combat Turn was forgotten in the example. Also, I think the "Agility roll" should be fully qualified. Agility x 2? Agility + Intuition?
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RHat
post Jun 26 2013, 12:07 AM
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QUOTE (Shemhazai @ Jun 25 2013, 03:21 PM) *
I think that the increased DV at the end of the first Combat Turn was forgotten in the example. Also, I think the "Agility roll" should be fully qualified. Agility x 2? Agility + Intuition?


The damage is increased at the end of each subsequent turn, meaning that the first increase is on the end of the second turn - the turn on which the fire was started is not subsequent to itself.

Also, "Agility roll" would be just Agility.
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KarmaInferno
post Jun 26 2013, 06:11 AM
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In Gear, the Periscope weapon accessory:

The periscope reduces the normal -3 for shooting around corners to a -2.

The Wireless Bonus... also reduces the penalty to -2.

I'm guessing one or the other is in error?



-k
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branford
post Jun 26 2013, 07:29 PM
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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)
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Moirdryd
post Jun 26 2013, 10:22 PM
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Preview 5. The Spellcasting process "Choose Force" sets Force as Limit for Hits Before determining if you're overcast going from Stun to physical. The "Drain" section fails to mention force, merely declaring that Hits in th casting roll in excess of Magic makes the Drain Physical.

I'm guessing the second part is an omission and the Choose Force section is correct?
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Shemhazai
post Jun 29 2013, 04:01 PM
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QUOTE (Preview 4, Page 171)
When something catches fire, the fire has an initial Damage Value of 3. This damage is caused at the end of each Combat Turn, and the DV increases by 1 at the start of each subsequent Combat Turn until the item is completely destroyed or the fire is put out. You can fight the fire a number of ways (water, smothering, etc.), making an Agility + Intuition Test and reducing the fire’s DV by 1 for each hit.

QUOTE (Preview 4, Page 172)
Wombat catches fire. At the end of the Combat Turn Wombat has not put out the fire and has to resist 3P damage. In his next Action Phase Wombat decides to try to put out the fire with the classic stop, drop, and roll. The gamemaster calls it a Complex Action with a Drop Prone free action and asks for an Agility roll modified by his wounds. Wombat hits the dirt, rolls—and fails. Another Action Phase comes up and Wombat keeps trying. This time he gets 1 hit, still not enough to put out the fire but enough to lessen it a little. At the end of this Combat Turn Wombat faces 2P damage again.

This has been discussed in the Pre-errata thread and something of a consensus has formed.

It appears that the increased DV at the start of the subsequent Combat Turn was forgotten in the example. Shouldn't the DV have gone to 4 at the beginning of that turn, and then extinguished back down to 3?

Also, I think the "Agility roll" should be looked at. Either it's an Agility + Intuition Test as in the rules, or the GM ruled otherwise. In the latter case, perhaps "...and asks for an Agility roll (rather than Agility + Intuition roll) modified by his wounds."
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KarmaInferno
post Jun 30 2013, 12:38 PM
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It would appear that pure Adepts qualify to take the Sorcery, Conjuring, and Enchanting skills, as the only restriction seems to be "has a Magic attribute".

Not sure if that qualifies as a mistake or not.



-k
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Patrick Goodman
post Jul 2 2013, 10:02 PM
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Everything in this thread to this point is either being discussed or is about to be (once I get off my butt and post it). Just to let y'all know.
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bannockburn
post Jul 2 2013, 10:08 PM
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More power to you (IMG:style_emoticons/default/smile.gif)
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Valerian
post Jul 7 2013, 08:07 PM
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In preview 6,

In the table of content, there is no entry for "spirit" in the critters chapiter.

Nevertheless, I don't know if it's a typo or if the spirit description was moved to the conjuring chapiter...
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Bull
post Jul 7 2013, 08:44 PM
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QUOTE (Valerian @ Jul 7 2013, 04:07 PM) *
In preview 6,

In the table of content, there is no entry for "spirit" in the critters chapiter.

Nevertheless, I don't know if it's a typo or if the spirit description was moved to the conjuring chapiter...


Spirits are in the Magic chapter under Summoning.

Edit Just to clarify, they're in the actual book in the spirit section. pp. 303-304, the 6 core Spirit types. They're not specifically listed in the Index though.
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