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Buster
QUOTE (Doctor Funkenstein @ Aug 9 2007, 08:41 PM)
QUOTE (Synner @ Aug 9 2007, 08:13 AM)
...and wordcount is always at a premium.

Good thing we got those much-needed rules for cybercocks and cybertits, then.

And not just a one sentence mention in the cosmetic biosculpting section either. They each got magnum sized and D sized paragraphs respectively.

Quick question why would you want to limit the word count? I can tell you that as a customer, I prefer to get more words for my money. Does it really cost more to print a few more pages? (there's no way it costs more to produce a larger PDF file)
neko128
QUOTE (Buster)
QUOTE (Doctor Funkenstein @ Aug 9 2007, 08:41 PM)
QUOTE (Synner @ Aug 9 2007, 08:13 AM)
...and wordcount is always at a premium.

Good thing we got those much-needed rules for cybercocks and cybertits, then.

And not just a one sentence mention in the cosmetic biosculpting section either. They each got magnum sized and D sized paragraphs respectively.

Quick question why would you want to limit the word count? I can tell you that as a customer, I prefer to get more words for my money. Does it really cost more to print a few more pages? (there's no way it costs more to produce a larger PDF file)

Layout, editing, some authors getting paid by the word/page (though I don't know if this applies to SR rulebooks)?... Yes, it very well might cost significantly more to produce a longer PDF.
FrankTrollman
Such as Shadowrun Authors are paid at all, they are paid by the word.

So each Shadowrun Author has to stay in a specific limited word count or their piece gets rejected for being in breach of contract.

Printers also charge by the page I think - but I'm not super sure on exactly how that works.

-Frank
Penta
I seem to recall from somewhere Adam? saying that sourcebooks were printed such that they paid per "unit" of 16 pages or something.

Frank: So how the heck do they determine the number of words? Counting manually? ("One, two, three, four...five hundred, five hundred and one, five hundred and - fuck I've lost track of my counting!")
Ol' Scratch
Most word processors and similar programs keep track of that for you automatically. Have for... like... decades.
FrankTrollman
And before that, editors used to have formulas for how many words appeared per page of typewritten manuscript. That's why they threw such hissy fits any time people changed fonts on their typewriters. The editting community is so tradition bound that many of them still want specific typefaces and font sizes even though of course word processors will just tell them how many words there are.

-Frank
Synner
QUOTE (neko128)
QUOTE
Quick question why would you want to limit the word count?  I can tell you that as a customer, I prefer to get more words for my money.  Does it really cost more to print a few more pages?  (there's no way it costs more to produce a larger PDF file)

Layout, editing, some authors getting paid by the word/page (though I don't know if this applies to SR rulebooks)?... Yes, it very well might cost significantly more to produce a longer PDF.

Books have standardized pagecounts which equate to a certain production cost. Writers exceeding allocated wordcounts for assignments can lead to increased pagecounts which in turn may force overall price increases - you can't add a page or two to a book, you have to add a block of pages (16 pages usually). There are also increases to the costs of editing and layout.

We always include some flex room in assignments, but a couple of authors coming in 1000 words over their assignments because they got carried away or the material "really needed it" (not uncommon, I've done it myself more than a couple of times) can start you down that slippery road.

QUOTE (Frank)
And before that, editors used to have formulas for how many words appeared per page of typewritten manuscript. That's why they threw such hissy fits any time people changed fonts on their typewriters. The editting community is so tradition bound that many of them still want specific typefaces and font sizes even though of course word processors will just tell them how many words there are.

Formulas are good and they don't have to be too complex. As long as you know the typical wordcount for a page after layout, you can run with that.
Synner
QUOTE (the_dunner)
QUOTE (Penta @ Aug 9 2007, 08:34 PM)
Synner: Would it be wrong to say that Essence, as portrayed in Augmentation, is based somewhat off of the Aristotelian concept of the 'forms'?

While I can't speak to how Synner envisions it, that's how I've always looked at it.

That's a large part of how I envision it too, but through the years Shadowrun has explored various approaches with varying degrees of success. We chose to leave it hazy enough to acknowledge those other possibilities and allow for other interpretations.
Buster
I've got to say I'm very impressed with Augmentation. There is a ton of stuff in there (even with the low word count biggrin.gif ). The crunch is great, all the new technology is really interesting and the fluff is entertaining and actually helpful. I like the explanations of how the various technologies are built and brought to market and there's even some cool information on nanoforges. I remember in the old SR2 game that the rules for cyberzombies were pretty vague, so the extensive clarifications in Augmentation are great.

You guys have done a great job anticipating detail-oriented questions that I tend to come up with. For example, as I was reading the section on cyborgs, I was thinking to myself "what does it take to maintain these things?" and boom there's the answer in the next paragraph including rules on what happens to you if you start missing sessions. I especially appreciated the detail in the Radar sensor section, it answered every single one of my questions right in that one section (with page references) and that's hard to do!

Thanks for the great job!
hobgoblin
edit: never mind...
Coldan
Hey, one question about the Trauma Damper:

When you get stun damage, the damage is reduced by one. So if I only get one point stun damage it is reduced to none?

This question is critical about Fatigue Damage (S. 155 SR4), Holding Your Breath (S. 119 SR4) and Treading Water (S. 119 SR4). If this the stun damage is reduced to zero, I can hold breath forever, because I don't get any damage...


Coldan Rohenstein
Rotbart van Dainig
Indeed. The oldest exploit of the Trauma Dampener - that still isn't fixed.
Penta
QUOTE (Synner)
QUOTE (the_dunner @ Aug 10 2007, 02:08 AM)
QUOTE (Penta @ Aug 9 2007, 08:34 PM)
Synner: Would it be wrong to say that Essence, as portrayed in Augmentation, is based somewhat off of the Aristotelian concept of the 'forms'?

While I can't speak to how Synner envisions it, that's how I've always looked at it.

That's a large part of how I envision it too, but through the years Shadowrun has explored various approaches with varying degrees of success. We chose to leave it hazy enough to acknowledge those other possibilities and allow for other interpretations.

Yay.

(For those who never learned about this, Wikipedia actually provides a decent reference here. Well, it's not perfect, but it's a start.)

Thus, to explain why cosmetic -whatever- costs essence: Because it modifies, in some distinct way, your 'natural self'.

Why doesn't a prosthetic <whatever> cost essence? Because it's -restoring-, to a degree, your natural self.

Remember, cybereyes give even people without naturally perfect vision just that. In SR4, you even have a recording unit in them.

Even an unmodified cyberlimb, no matter how discreet it may be, still is a variance from one's 'natural template', so to speak. After all, you can't normally turn off sensory input from your limbs.

(Note: This explains -why essence exists- and why things -cost- essence. However, it doesn't explain why X costs Y essence.)
neko128
QUOTE (Rotbart van Dainig)
Indeed. The oldest exploit of the Trauma Dampener - that still isn't fixed.

The easy house-rule is, of course, alter it to be "If you take stun damage, Trauma Damper reduces it by 1 box to a minimum of 1". That's how other damage-reducing things work, isn't it?
Eleazar
QUOTE (Rotbart van Dainig)
Indeed. The oldest exploit of the Trauma Dampener - that still isn't fixed.

Is it possible that it is meant to work this way, since they carried it over from SR3? Surely they had to have been informed of this problem in the previous version, and one would think such a mistake would have not been repeated. Maybe the trauma dampener is meant to prevent your body from being fatigued by holding your breath and treading water. It is surprising they didn't put the same note they have for platelet factories and said you have to take a minimum of 2 damage for it to negate the damage. This almost seems like it could have been deliberate.
Coldan
QUOTE (neko128)
QUOTE (Rotbart van Dainig @ Aug 10 2007, 08:52 AM)
Indeed. The oldest exploit of the Trauma Dampener - that still isn't fixed.

The easy house-rule is, of course, alter it to be "If you take stun damage, Trauma Damper reduces it by 1 box to a minimum of 1". That's how other damage-reducing things work, isn't it?


Sure, you can make a house rule for this, but I'm also gamemaster at conventions and I hate discussions with players, when they want to exploit this. Because they don't want to have such house rules...

Also, if nobody mention it, it won't be fixed in any errata.
Eleazar
QUOTE (Coldan)
QUOTE (neko128)
QUOTE (Rotbart van Dainig @ Aug 10 2007, 08:52 AM)
Indeed. The oldest exploit of the Trauma Dampener - that still isn't fixed.

The easy house-rule is, of course, alter it to be "If you take stun damage, Trauma Damper reduces it by 1 box to a minimum of 1". That's how other damage-reducing things work, isn't it?


Sure, you can make a house rule for this, but I'm also gamemaster at conventions and I hate discussions with players, when they want to exploit this. Because they don't want to have such house rules...

Also, if nobody mention it, it won't be fixed in any errata.

I agree, I go to the Gencon in INDY yearly. You really do not know what to expect going in with rules. For newcomer games it does not really matter as much. But for veteran games where you have people that have been able to form ideas on how the rules work, it can become rather troublesome.

I do not think I would call negating the fatigue with trauma dampeners an exploit. It is something fully allowable in the rules and does not really require any manipulating or twisting of them. This does not even require rules lawyering. Luckily the SR4 devs are watching this thread, so they will hopefully give us an answer.
PlatonicPimp
If I were GMing this, I'd be a real lawyer-dick about it and state that fatigue damage isn't stun damage. It goes on the stun damage track, but it's fatigue damage and therefore things which reduce stun damage do not effect it.

Of course, once it goes on the damage track, it is stun damage and can be healed by things that heal stun damage.

Can you tell I used to play magic the gathering?
otakusensei
Common sense prevails here. It doesn't give your body needed oxygen, just removes the trauma of not having it. You still die, you're just more relaxed about it.
Ol' Scratch
QUOTE (neko128)
Indeed. The oldest exploit of the Trauma Dampener - that still isn't fixed.

Due to the way damage and drain works in SR4, the Trauma Damper is hardly exploitable in any way, shape, or form like it was in SR3. Not even by a mile.

SR4 doesn't have set damage ratings. There's no such thing as "Light damage" that a Trauma Damper would eat up completely, allowing you to cast a rather large selection of spells for free with zero consequence all day long. Nor can you cast the biggest, baddest spell in your arsenal at the highest force you can and walk away with it simply because the Trauma Damper would instantly move that "Deadly drain" down to a "Serious wound." That is why the Trauma Damper was crazy in SR3. Not because it lowered damage by one box, but because the mechanics involved in taking damage were borked.

All the Trauma Damper does now is remove Drain by one box. Cast a light Force spell? It might do no damage at all. It might do just one box of damage. But it might also do two or three boxes, too. You have no way to tell until the dice are actually thrown; averages are for casino owners and mathematicians and have no bearing on actual rolls in the real world.

The only reason Trauma Dampers, Platelet Factories, and... that new blood one in Augmentation... basically just provide a free hit on your Damage and Drain Resistance Tests. A nice investment for a magician since they're pretty much the only character type in SR4 who takes voluntary damage, but so what? Magicians aren't allowed to have implants and equipment that's more useful to them than others? Guess we should get rid of Reflex Recorders, then, as they don't work on Magical Skills and are thus truly unbalanced for giving mundanes too much of an advantage! Oy.
Rotbart van Dainig
QUOTE (Doctor Funkenstein)
QUOTE (Rotbart van Dainig)
Indeed. The oldest exploit of the Trauma Dampener - that still isn't fixed.

Due to the way damage and drain works in SR4, the Trauma Damper is hardly exploitable in any way, shape, or form like it was in SR3.

Yeah, because magic works different now, it's not broken... even if it makes you immune to drowning and you can sprint forever. sarcastic.gif
Ol' Scratch
Nice try and trying to take an observation someone else made and make it your own. You said "the oldest exploit of the Trauma Damper," which was its use with magic.

And the point remains; those are problems with the mechanics in question, not with an implant having the minimal impact of only giving you the equivalence of one hit on a Damage Resistance Test.
Rotbart van Dainig
QUOTE (Doctor Funkenstein)
You said "the oldest exploit of the Trauma Damper,"

Indeed.

QUOTE (Doctor Funkenstein)
which was its use with magic.

If you say so.

QUOTE (Doctor Funkenstein)
And the point remains; those are problems with the mechanics in question, not with an implant having the minimal impact of only giving you the equivalence of one hit on a Damage Resistance Test.

On the contrary, as illustrated by Paletet Factories and the BCCS.
Ol' Scratch
I have. You're trying to make Coldan's observation about an obscure mechanic your own, as if it had always been the number one, serious, dire problem with the Trauma Damper.

Point still remains: The problem is with the mechanic in question, not an implant that gives you a free hit.

EDIT: Aww, you edited out your insult. /pat /pat
Rotbart van Dainig
QUOTE (Doctor Funkenstein)
You're trying to make Coldan's observation about an obscure mechanic your own

No. But if you want to perceive it that way, go chasing wind-mills.

QUOTE (Doctor Funkenstein)
as if it had always been the number one, serious, dire problem with the Trauma Damper.

It has. It makes any kind of gradual, minimal stun damage irrelevant.

QUOTE (Doctor Funkenstein)
The problem is with the mechanic in question, not an implant that gives you a free hit.

As the mechanic existed prior to the implant, it is the problem of how the implant works.
There are similiar implants that don't share the problem.
hobgoblin
i see that there is a 6 box threshold inside the fatigue damage rule.

i guess that one could get around the trauma damper by ruling that the count goes on even if the damper removes the actual damage.

as in, instead of a gradual degradation and warning that your taking damage, you suddenly just drop from exhaustion.
Rotbart van Dainig
That would be a Pain Editor, or perhaps Damage Compensators.

By RAW, you never reach said Threshold with a Trauma Dampener.
damaleon
Fatigue due to sprinting, swimming etc. states that the 1 Stun per unit of time and it cannot be resisted. (p155 SR4)
The way Trauma Damper is written, you can interpret "Whenever Physical or Stun damage is inflicted upon a character with a trauma damper, the damper helps reduce the damage." (p70 Aug) to mean an outside source is causing the damage, be it bullet, axe or spell.

Fatigue rules also state that you can only take 6 Stun before you have to start making Body + Willpower (2) tests every unit of time to avoid collapsing in exhuastion. You could require this test even if you let the runner resist the stun. Eventually they will fail it, though without wound modifiers, that can take a long time.

The house rule we looking at using is the Damper does not stop Stun from physical exertion but adds +3 bonus dice to tests determine when Fatigue Damage would begin, so a person with Running 4 and Strength 4 would have 8 dice normally and 11 dice with the Damper to determine how many Combat Rounds they can sprint beyond their Body before Fatigue sets in.
otakusensei
I have aquestion, since a move-by-wire's expert system control movement for your whole body, will hacking it give you total control over a person? I understand it doesn't work like a stirrup system, you can't jump into it, but could you make a group of hacked security guards start dancing in mid combat?
FrankTrollman
QUOTE (otakusensei)
I have aquestion, since a move-by-wire's expert system control movement for your whole body, will hacking it give you total control over a person? I understand it doesn't work like a stirrup system, you can't jump into it, but could you make a group of hacked security guards start dancing in mid combat?

Yes. This is why I strongly suggest leaving yur move-by-wire system dependent upon physical contact with instruction sets. Sure it's convenient to wirelessly share the contents of activesofts between group members, and manually changing activesofts mid-combat is bullshit - but leaving a wireless command input available for your move-by-wire is just too dangerousif the enmies include decent hackers or technomancers.

-Frank
otakusensei
I have game tomorrow, I think I may have to give some guard move-by-wire now. My players have been complaining that that hacking cyberware doesn't work like Ghost in the Shell. This just might do it ^_^
Tarantula
QUOTE (PlatonicPimp)
If I were GMing this, I'd be a real lawyer-dick about it and state that fatigue damage isn't stun damage. It goes on the stun damage track, but it's fatigue damage and therefore things which reduce stun damage do not effect it.

Of course, once it goes on the damage track, it is stun damage and can be healed by things that heal stun damage.

Can you tell I used to play magic the gathering?

Except for the sentence that reads: "If the character continues to run beyond this base period, he or she begins taking 1 box of Stun damage each Combat Turn from fatigue" From SR4, 155. Thus, fatigue damage IS stun damage, and goes away.

Another note on running, is jogging stun damage is resistable, while sprinting stun damage is not.

I'd go with by RAW, you can sprint indefinately via the trauma dampener, because the 1 box of stun is subtracted from the damage taken (i.e. not resisted) by the trauma dampener. Its not like being able to run for miles on end is severely game breaking. We're not playing olympic sprinters 2070.

Though, give someone a trauma dampener, raptor legs, and cyber skates, and their base running movement goes from 25 (human) to 55. Now, with normal base movement, they're going 500meters/minute, or 30km/h(18mph). With raptor legs/skates, they're going 1100 meters/minute, or 66km/h(41mph).
PlatonicPimp
I didn't say what the RAW was, I said how I'd rule it.

Given that perpetual sprinting isn't mentioned as an effect of the trauma dampener, given that it doens't logically stem from what a trauma dampener is supposed to do, and given that it makes several different types of augmentations which reduce fatigue obsolete if ruled that way, I feel that allowing it to work that way isn't in the spirit of the rules. Even if it isn't game breaking. If there was an augmentation that allowed you to sprint perpetually, I'd be cool, but this isn't it.

Besides, SR4 isn't known for it's perfectly worded rules. It's not immaculately phrased legalese, like some games I could mention. Hell, Augmentation used the phrase "at the gamemaster's discretion" or similar more times than I care to remember.
Rotbart van Dainig
QUOTE (PlatonicPimp)
Given that perpetual sprinting isn't mentioned as an effect of the trauma dampener,

In fact, perpetual sprinting is possible for any character with a total of 10 dice in body and willpower:
Fatigue Damage caps out at 6, than he must make a threshold two test with this dicepool... and he suffers from a -2 wound modifier.
So he still can buy two hit on the test and roll on... which is why it's better to swim than to tread water.

The problem of the TD that there will be never any Fatigue damage at all... granted, the rule consistency of Physical Skills is quite bad itself, but no need to make it even worse.
PlatonicPimp
Sure there is. There's a need to make it worse if following the RAW leads to situations that violate one's suspension of disbeleif.
Elve
Some errors I noted:

pg 42: The Fingertip Dartgun has a listed Essence Value, besided being Cyberhand implantable only (same with pg 169)
pg 49: In the picture Evo Manatara is a skinlink, in the text muscle replacement


On a side note:
When will we finally get a new Version of teh SR4 pdf?
Adam
QUOTE (Elve)
When will we finally get a new Version of teh SR4 pdf?

Shortly after Catalyst's first printing of SR4 goes to press, which I do not have a date for yet.
Draconis
QUOTE (Adam)
QUOTE (Elve @ Aug 12 2007, 05:38 PM)
When will we finally get a new Version of teh SR4 pdf?

Shortly after Catalyst's first printing of SR4 goes to press, which I do not have a date for yet.

Will it look cooler or just be a reprint?
Jaid
QUOTE (Draconis)
QUOTE (Adam @ Aug 13 2007, 12:29 AM)
QUOTE (Elve @ Aug 12 2007, 05:38 PM)
When will we finally get a new Version of teh SR4 pdf?

Shortly after Catalyst's first printing of SR4 goes to press, which I do not have a date for yet.

Will it look cooler or just be a reprint?

well, do you think the catalyst logo looks more or less cool than the current one? =P

(ie it's probably just going to be a reprint with a different logo on it, since it makes little sense to rewrite the main book over again. particularly when there's a danger of old-fashioned pitchfork and torch mobs showing up screaming for unwired nyahnyah.gif )
Rotbart van Dainig
There, you ruined his hope for a new cover. nyahnyah.gif
PlatonicPimp
Adam, I would suggest "flattening" your pages when you release your PDFs. It cuts the size down and makes loading each page easier for those of us with slower computers.
Rotbart van Dainig
And resolves issues with other viewers. PDF v1.4 is usually the best choice.
PlatonicPimp
Yeah. I use ghostview, and augmentation's pages took 5 minutes to load everytime I changed the page.
Adam
Flattening transparency actually makes the file size large [converts a bunch of vectors to rasters], and raises quality issues [like the fuzzy text overtop background graphics in some of the versions of the SR4 PDF.]

I'll try to make sure files go out as PDF v1.4 in the future, though; looks like Augmentation got "upgraded" at some point in the process.
otakusensei
Augmentations looks great in Foxit, both Windows and Linux. Tiny files size was very much appreciated.
Elve
Updated list of errors I noted:

pg 42: The Fingertip Dartgun has a listed Essence Value, besides being Cyberhand implantable only (same with pg 169)
pg 49: In the picture Evo Manatara is a skinlink, in the text muscle replacement
pg 110: The table is missing an entry for tagants, it is included in the back of the book...
pg 134: Medkits cost 100 x rating and contain (among other things) medicaments worth 210 x rating...
pg 154: For simplicity’s sake, swarms that don’t possess the same Body merge into a swarm with the lesser of the two Body values. (This can't be correct, because now, two swarm that merge produce less insects than before... higher should be correct)

Tables in the back: It is not marked which book is the source... A * or something would have been nice...
Draconis
QUOTE (Rotbart van Dainig)
There, you ruined his hope for a new cover. nyahnyah.gif

Cover? That'd be a start. Most of the the art makes my eyes bleed.

Also I've held limited edition 3rd up next to limited edition 4th and wanted to cry because of the loss of quality.

Of course things are getting better Street Magic was very slick, Augmentation is adequate. Both are by far better than the current BB cover and interior. Could those pages get any thinner btw?




apple
Hi

Is there now an official ruling / FAQ / errata or quote for how to deal with armor on cyberlimbs in combination with other sources of armor (bones, armor jacket, full body combat suit)

a) Cyberarmor 1 = +1/+1 like helmets, stacks with all other sources (stacking cyberarmor could then easily bring you to a combined armor value of 16/16).

b) Cyberarmor 1 = 1/1, does NOT stack with other sources (considered an additional layer of armor).

c) Cyberarmor gets averaged (cyberarmorvalue / 6) and added to the worn armor.

A simple direction or helping rule quote (not found so far in BBB and Augmentation) would be nice. I already searched 10+ pages of the forum, but didn´t fine any helpful.

SYL
Tarantula
A is how RAW plays it.
apple
I thought so.

If it is possible: can you point me to an official quote or discussion? Because both Augmentation and BBB are a little bit unclear to me in this point.

SYL
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