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> Shadowrun 4 Errata, Post errors you've noticed here, please
Rotbart van Dain...
post Oct 3 2005, 09:23 PM
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Most Clubs now do Physical Damage, too...
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Prosper
post Oct 4 2005, 12:57 AM
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QUOTE (calypso)
QUOTE (Prosper @ Oct 3 2005, 02:57 PM)
The Ruger Super Warhawk is listed as SS.  Revolvers are semi-automatic.

Could you provide a reference? I see nowhere that says that all revolvers are semi-automatic (unless of course you were simply stating your opinion, in which case it doesn't really belong in the errata thread).

Calypso

I apologize; there isn't any reference in the book. I've just never heard of a single shot revolver.
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WhiteRabbit
post Oct 4 2005, 04:19 AM
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I assume that the SS mode of the Super Warhawk is more of a reference to its slow rate of fire than actually being SS.
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Rotbart van Dain...
post Oct 4 2005, 05:23 AM
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QUOTE (SR4 p. 123 Using Instruction)
For every hits achieved in this test, the student receives an additional die for making the test to learn the skill.

The factor two seems to be a leftover.
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Fortune
post Oct 4 2005, 07:44 AM
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QUOTE (Prosper)
I've just never heard of a single shot revolver.

Revolvers were classified as SS in SR3 (and all previous editions) as well. SS limits the weapon to one shot per initiative pass, but still only takes a Simple Action for the shot.
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Crusher Bob
post Oct 4 2005, 09:01 AM
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Of course, pump-action shotguns were SA...
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Fortune
post Oct 4 2005, 09:08 AM
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I didn't say it was logical! :P
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Crusher Bob
post Oct 4 2005, 09:11 AM
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Hmm, so I'll modify my super warhawk to be pump action too (however that would work) and make it SA :grinbig: It would then make kewl 'ka-chunk' noises as well.
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Siege
post Oct 4 2005, 02:01 PM
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I don't think you can add an additional "pucker factor" option under the gun design rules.

I could be wrong though.

-Siege
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cartoonlad
post Oct 4 2005, 07:03 PM
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(About the Hacker in-game definition on the previous page)

QUOTE
Um. How does that resolve anything? How do you decide who can take the Hacker quality?


Throw in a 0 BP positive quality and anyone can take it up during character creation (and add it during game play between sessions). Then you say the Cracking skill group skills require the Hacker quality, much in the same way that several skills are tied to other qualities (Assensing and Magicians come to mind). Now what you have is a game rules definition of a hacker, the same way we have a game rules definition of a magician. What does this resolve? It definitely points out who gets 5 BP and who gets 10 BP for taking the Scorched, Sensitive Neural Structure, or Simsense Vertigo negative qualites, all which give more BP for hacker and technomancer characters.

Anyway, there's a discussion called "What is a hacker?" on the forum that responses to this should be addressed.
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Fortune
post Oct 4 2005, 07:10 PM
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But if it is a Zero Point Quality, what is to stop everybody from taking it, whenever they like?
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Prosper
post Oct 4 2005, 07:15 PM
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QUOTE
Hmm, so I'll modify my super warhawk to be pump action too (however that would work) and make it SA grinbig.gif It would then make kewl 'ka-chunk' noises as well.


That would make it two handed, which is probably why you can fire it so fast. I think a character with ambidexterity and two Ruger Super Warhawks would get bonus points for coolness. Not to mention you can still fire twice per round (one SA for each hand).
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cartoonlad
post Oct 4 2005, 07:27 PM
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That's the point -- there is absolutely no restriction on who could take it. The only thing it's there for is to determine if a character would get 5 BP or 10 BP for those negative qualities. Without defining what a hacker is in game terms, one cannot add those negative qualities to their character properly if one is playing a character that is "sort of" a hacker.

But then this is getting away from the point of the errata thread. The errata comment boils down to "SR4 has several negative qualities that function differently depending on defined character types including hackers, but while the rule book defines other character types by game terms, there is nothing in the rule book that defines a hacker in game terms."
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Fortune
post Oct 4 2005, 07:30 PM
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Much simpler to just define it by each specific character's outlook, background, and knowledge skills.
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cartoonlad
post Oct 4 2005, 07:42 PM
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This came up because the character's outlook, background, and knowledge skills could go either way.

Regardless, every character type that has some sort of special rule that affect only that character type can be defined by the game rules is defined by a positive quality -- except for the hacker. (The only special rules that this is a problem with is the BP per negative quality.) That is why I posted this in the Errata thread.
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calypso
post Oct 4 2005, 08:18 PM
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You don't need a hard definition of Hacker. Use some common sense. Or if you have none, find someone that does and ask them.

Calypso
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Azralon
post Oct 4 2005, 08:48 PM
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QUOTE (calypso)
You don't need a hard definition of Hacker. Use some common sense. Or if you have none, find someone that does and ask them.

I suspect the point of a hard definition is to negate any unfortunate GM-vs-Player debates over how many BPs a character should receive for a particular Quality.

GMs can certainly make arbitrary declarations; that is their right and responsibility. Their lives are just easier if they have to make fewer of them.
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Bandwidthoracle
post Oct 5 2005, 07:22 PM
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Pg 236:
QUOTE
Machine sprites are adept at manipulating devices. Of all sprites, they are the most likely to actually interact with the physcal world via a device…Optional CFs: Decrypt, Edit, Medic,Transfer, any Autosoft.


There is no program called Transfer
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Eyeless Blond
post Oct 6 2005, 03:57 PM
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How about: "Must have at least three skills in the Computer or Cracking skill groups at 3 or better"? That way it costs you more points to pick up than you save, if you're never planning on touching a computer.
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apple
post Oct 6 2005, 05:44 PM
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This doesn´t make sense. Hacker is not a class like mage or technomancer, it is just a description of a specialised human (like streetsam or drone rigger or face). Just change the point value of the quality for technomancer/non-technomancer.

SYL
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Rotbart van Dain...
post Oct 6 2005, 05:52 PM
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Or just remove that last 'class-specific' part of negative qualities.
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Eyeless Blond
post Oct 7 2005, 02:20 PM
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I don't see why that definition is a problem. Sure it's not as discrete as buying a specific Quality, but it's still a significant build point investment, particularly if you never plan on actually using those skills.
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Azralon
post Oct 7 2005, 02:57 PM
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QUOTE (Rotbart van Dainig)
Or just remove that last 'class-specific' part of negative qualities.

I rather like this solution; remove the higher-return version because:

A) It negates the question of if someone is a hacker or not,
B) It's a poor return on investment for a hacker to pick up, and
C) Only non-hackers are likely to get it anyway.
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Rotbart van Dain...
post Oct 8 2005, 10:41 AM
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There is no rule allowing the upgrade or replacement of ware without paying the full Essence cost again.
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Eyeless Blond
post Oct 8 2005, 04:40 PM
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That's not really errata though. That's an extra (though for sams it's be required) feature that you'll see in Augmentation, when it comes out.

Now for errata, maybe it should be considered that the whole concept of the Augmented Skill cap is violated in damn near every single place it's mentioned. Many many examples, for instance, show a guy with a skill of 3 and a xpecialization throwing 5+attribute dice at a test, when specializations are specifically mentioned to be capped, meaning they should only be throwing 4 dice before hitting the glass ceiling.
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