Health Spells and Rounding in SR5, Rounding up for negative numbers |
Health Spells and Rounding in SR5, Rounding up for negative numbers |
Sep 12 2013, 05:15 PM
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#1
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Target Group: Members Posts: 66 Joined: 13-October 10 From: This Toilet Earth Member No.: 19,111 |
QUOTE Essence: Low-Essence characters are more difficult to affect with some health spells. It’s hard to put the body back into its natural state when that state has been unnaturally altered. In game terms, this means you take a dice pool modifier equal to the target’s actual Essence minus his maximum Essence (which will turn out to be 0 or a negative number), rounded up. As the above quote, from SR5 pages 287-288, states that the penalty a spellcaster received for using some Health spells on a target is current Essence - maximum Essence. If it's a negative number, round up. But if my Math skills don't fail me, when rounding up with negative numbers, you are actually rounding closer to a positive number. For example. Target has Essence 4.5. Using the above formula (current Essence - maximum Essence) would be 4.5 - 6 = -1.5. Rounding up turns it into a -1, not -2. Is this the correct postulation for rounding up negative numbers in SR5? |
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Sep 12 2013, 05:20 PM
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#2
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
I would round in the least favorable manner to the character, personally, so it would be a penalty of -2 for your example. So it is a -(absolute)... 1.5 rounds to 2, and then the negative is applied. (IMG:style_emoticons/default/wobble.gif)
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Sep 12 2013, 05:24 PM
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#3
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Shooting Target Group: Members Posts: 1,696 Joined: 8-August 13 Member No.: 140,284 |
As written, the OP has the right interpretation of the rule. The intended meaning probably differs.
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Sep 12 2013, 05:28 PM
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#4
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
As written, the OP has the right interpretation of the rule. The intended meaning probably differs. Yeah, I know... (IMG:style_emoticons/default/frown.gif) |
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Sep 12 2013, 05:38 PM
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#5
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Shooting Target Group: Members Posts: 1,696 Joined: 8-August 13 Member No.: 140,284 |
It's a recurrent thing, I know. I think it's been 4-5 threads like this -_-
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Sep 12 2013, 06:34 PM
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#6
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
It's a recurrent thing, I know. I think it's been 4-5 threads like this -_- Sadly... I expected more. (IMG:style_emoticons/default/wobble.gif) |
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Sep 12 2013, 06:52 PM
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#7
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Neophyte Runner Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
I would round in the least favorable manner to the character, personally, so it would be a penalty of -2 for your example. So it is a -(absolute)... 1.5 rounds to 2, and then the negative is applied. (IMG:style_emoticons/default/wobble.gif) Makes sense to me. Give a little benefit to whomever is playing an uncybered technomancer vs. a slightly cybered decker. (IMG:style_emoticons/default/spin.gif)
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Sep 12 2013, 10:29 PM
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#8
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Neophyte Runner Group: Members Posts: 2,389 Joined: 20-August 12 From: Bunbury, western australia Member No.: 53,300 |
Makes sense to me. Give a little benefit to whomever is playing an uncybered technomancer vs. a slightly cybered decker. (IMG:style_emoticons/default/spin.gif) in that case it's definitely wrong. Technomancers get nothing. NOTHING! |
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Sep 12 2013, 10:32 PM
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#9
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Neophyte Runner Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
Yeah, forgot about that. So shoot me for thinking we could take the baseball bat out of the technomancer's anus for a moment. (IMG:style_emoticons/default/sarcastic.gif)
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Sep 12 2013, 10:36 PM
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#10
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Neophyte Runner Group: Members Posts: 2,389 Joined: 20-August 12 From: Bunbury, western australia Member No.: 53,300 |
Yeah, forgot about that. So shoot me for thinking we could take the baseball bat out of the technomancer's anus for a moment. (IMG:style_emoticons/default/sarcastic.gif) It's not your fault. Technomancers are a dead end trap option, it's their nature to deceive you into thinking they can be salvaged. |
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Sep 12 2013, 10:39 PM
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#11
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Neophyte Runner Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
Well, there is another option still, and a friend posed this to me last week and I wholly plan on it happening.
Never play SR5 (this coming from someone who played only SR3 for the 10+ years SR4 was around). On the flip side, there are numerous things that can be brought back to SR4, like the Essence limit on more Health spells than just Heal. |
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Sep 12 2013, 10:41 PM
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#12
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Neophyte Runner Group: Members Posts: 2,389 Joined: 20-August 12 From: Bunbury, western australia Member No.: 53,300 |
Well, there is another option still, and a friend posed this to me last week and I wholly plan on it happening. Never play SR5 (this coming from someone who played only SR3 for the 10+ years SR4 was around). On the flip side, there are numerous things that can be brought back to SR4, like the Essence limit on more Health spells than just Heal. AND GIVE UP THE CHANCE TO BITCH AND MOAN?!? NEVER!!! |
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