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DamienKnight
http://www.filedropper.com/sr4cgdk1qfix

Fixed problem where Integral Recoil Comp as a Standard Upgrade that came with a weapon was not stacking with any other recoil.

Fixed missing True/False dropdown for Karma Build System on settings page.

Removed Clout reference on Main Sheet that was breaking Contacts cost when using the Karma Build system.


I have replaced all old download links with the fixed version.
DamienKnight
QUOTE (Socinus @ Jun 21 2011, 02:13 AM) *
As always, excellent work Damien.

Found a small problem, there are no qualities associated with the various Adept ways and selecting one of the ways on the Magic tab doesnt reduce the cost for any of the relevant powers.


Actually, all qualities associated with a way are applicable for the discount. The book only allows for Magic Rating/2 (round down) number discounted abilities, so none are discounted automatically. If you choose a way, then anytime a power from that Way's list is selected, the new 'Way' column will highlight green. Put an 'x' in that column, and you will be choosing that power to be one of your 'Way' discounts.

Its been playtested and works great. You can even select 'Totem', then select a secondary way, and get discounts for all powers from both lists, as the .pdf describes.

Its time for crazy pimp Combat Adepts with effectively 12 magic rating to start. Adepts were stupid overpowered before, now they are straight up redunkulous!
Draco18s
QUOTE (DamienKnight @ Jun 20 2011, 09:33 AM) *
I am not able to replicate this issue. When I put armored clothing on that line, it correctly shows 6 in cell x11.

What other gear items are you using? Do you experience the problem when all you have on the sheet is the armor clothing on row 11?


I had my armor section like this:
Armored Clothing
(mods)
Armored Jacket
(mods)

I haven't put in any mods yet (and probably won't for a while, now that chargen is over and I had no money left). I happened to be looking for what armor I had and hit the char sheet page (which I normally don;t use) and saw the mussed up cell so I posted it here.

I'll see if it's just armored clothing or if it's everything. I haven't touched any of the data sheets on this one, so it's unlikely that I buggered something up myself.
DamienKnight
Still cant replicate the issue. Can you take a screenshot of your Gear page and Charsheet page and PM it to me?
Draco18s
QUOTE (DamienKnight @ Jun 21 2011, 10:38 AM) *
Still cant replicate the issue. Can you take a screenshot of your Gear page and Charsheet page and PM it to me?


It's on a computer at home, and I certainly will do.
I could send you to the whole file, too. It's not like it's got personal information in it. wobble.gif
Socinus
QUOTE (DamienKnight @ Jun 21 2011, 01:53 PM) *
Actually, all qualities associated with a way are applicable for the discount. The book only allows for Magic Rating/2 (round down) number discounted abilities, so none are discounted automatically. If you choose a way, then anytime a power from that Way's list is selected, the new 'Way' column will highlight green. Put an 'x' in that column, and you will be choosing that power to be one of your 'Way' discounts.

Its been playtested and works great. You can even select 'Totem', then select a secondary way, and get discounts for all powers from both lists, as the .pdf describes.

Its time for crazy pimp Combat Adepts with effectively 12 magic rating to start. Adepts were stupid overpowered before, now they are straight up redunkulous!

**Needs to look more carefully before opening his big mouth**

Awesome!
Draco18s
QUOTE (Draco18s @ Jun 21 2011, 12:13 PM) *
It's on a computer at home, and I certainly will do.
I could send you to the whole file, too. It's not like it's got personal information in it. wobble.gif


Here you go Damien.
http://www.pages.drexel.edu/~mmj29/temp/odd_sheet_error.zip

I put the sheet and the screenshot in there.

And it #REF!'s on any armor in that first armor box.
DamienKnight
QUOTE (Draco18s @ Jun 21 2011, 09:45 PM) *
Here you go Damien.
http://www.pages.drexel.edu/~mmj29/temp/odd_sheet_error.zip

I put the sheet and the screenshot in there.

And it #REF!'s on any armor in that first armor box.

I guess this was a problem with version P. This doesnt occur on the newest version of the sheet. It has to do with coding on the Gear page, which is correct on the latest version.
DamienKnight
There is an error in the Way of the Adept add on for Warriors in the sheet. They are supposed to have one of their discountable powers be 'Improved Combat Ability' but instead it is 'Improved Physical Ability' on the sheet. This is corrected in the next version. If you want to correct it yourself:

Format->Sheet->Unhide-> Adept_Data

On Adept_Data, under the 'The Warrior's Way' heading on the right hand side, change 'Improved Physical Ability' to 'Improved Combat Ability'.
Dakka Dakka
The Forearm Snap-Blades (SR4A p. 314 f.) seem to be missing from the melee weapon list. Rifle Butt and Pistol (Arsenal p. 17) aren't available as improvised weapons either.

All CharSheets display natural BOD in the BOD(x)+Cyber/Bio(y)+Dmg.Rst.(z) field (Cell U8/U77/U140). The Sum in Cell Q8/Q77/Q140 uses the correct augmented BOD.

I guess the modded weapons get added at the bottom of the weapon list on CharSheet, os that they don't overwrite the unmoddable weapons starting from top. I guess most people would like to modify their weapns at some point, so why don't you a) switch that order or b) remove the unmoddable weapons altogether. I don't think there is a need for that section.

The range of Bows should be based on the Minimum Strength for the Bow, not the actual Strength of the user.
DamienKnight
QUOTE (Dakka Dakka @ Jun 22 2011, 03:07 PM) *
The Forearm Snap-Blades (SR4A p. 314 f.) seem to be missing from the melee weapon list. Rifle Butt and Pistol (Arsenal p. 17) aren't available as improvised weapons either.

All CharSheets display natural BOD in the BOD(x)+Cyber/Bio(y)+Dmg.Rst.(z) field (Cell U8/U77/U140). The Sum in Cell Q8/Q77/Q140 uses the correct augmented BOD.

I guess the modded weapons get added at the bottom of the weapon list on CharSheet, os that they don't overwrite the unmoddable weapons starting from top. I guess most people would like to modify their weapns at some point, so why don't you a) switch that order or b) remove the unmoddable weapons altogether. I don't think there is a need for that section.

The range of Bows should be based on the Minimum Strength for the Bow, not the actual Strength of the user.

Added Snap Blades, Pistol and Rifle butt. Tweaked Damage resistance summary and movement rates on the charsheets. Fixed bow ranges. Reversed the order of Weapon listing on the charsheet. Look for all of these changes in the upcoming version R.
DamienKnight
Quick question for the regulars that use this sheet:

How do you feel about Cyber Replacement Limbs Armor? Currently the book allows for up to 4 points of armor on each limb (only up to 2 on the skull) for a total of 22 armor on the whole body. According to the rules, this counts point for point as actual Ballistic Impact Armor.

In 3rd edition, implant armor was purchased for each part like regular armor (limit 8 i believe) but your total armor was a summary of all cyber armor divided by your limbs (2arms,2legs,1head,1torso = 6).

So basically with 4th edition, each point of armor on a limb counts as 6 points of armor for a called shot, because it covers only 1/6th of your body but raises your over armor by 1. This means 4 points of cyber armor on an arm = 24 armor for a called shot.

Does not seem right to me.

I propose a new system. Here are the two major alternatives I see:

1. Return to 3rd edition. Each armor only costs 1 capacity (instead of 2) and you have a limit of 12 instead of 4 per limb. Total armor is the average armor per limb.

2. Stay with 4th edition rules, but put a realistic limit on it. No more 24 armor per limb (rating 4 for your full body) instead, cap it at 2 points of armor per limb, which equals 12 armor per called shot, which averages to 2 armor for full body. If all limbs are armored your limited to 12 total armor from cyber. This is much more powerful that option 1, but still a little less crazy than have 22 points of armor with the 4th RAW rules.

Please give me your thoughts on which system is preferable.
Dakka Dakka
QUOTE (DamienKnight @ Jun 23 2011, 08:36 PM) *
So basically with 4th edition, each point of armor on a limb counts as 6 points of armor for a called shot, because it covers only 1/6th of your body but raises your over armor by 1. This means 4 points of cyber armor on an arm = 24 armor for a called shot.
In SR there are no hit locations so this calculation gives the wrong impression. 4 armor is 4 armor no matter where it is and where anyone shoots.
The armor value of an item incorporates both the coverage and the protective properties of the material. The Maximum 4 armor of a single cyberlimb is comparable to Armored Clothing (Ballistic Armor) a Lined coat (Impact Armor). You can easily deduce that the material in the Cyberlimb armor must be a lot more bullet resistant than those used the two pieces of clothing as the Limb Armor covers a lot less of the body.

Yes, it is abstract and may lead to weird results, but a "wrong" narrative may partly be responsible. The player should not say what he does, but what he intends to do. The GM then tells him and the rest of the group what actually happens based on the rolls. So the guy with the SOTA armored codpiece of doom would not be shot in the face if the GMs roll soaked all the damage even though that was the players intention. The GM should in that case something a long the lines that the shot went and the bullet bounced off the codpiece or that it is one of those cases where the bullet hits and still does little to no damage.

While 22 may a higher value tha the armor of some military vehicles it is still a lot worse:
-The character cannot ignore stun damage as vehicles do.
-The character cannot ignore fire from SS/SA/BF weapons unless specifically targeted, most likely with the Target hidden modifier for the attacker.
-The character is not immune to being targeted by spells.

QUOTE (DamienKnight @ Jun 23 2011, 08:36 PM) *
I propose a new system. Here are the two major alternatives I see:

1. Return to 3rd edition. Each armor only costs 1 capacity (instead of 2) and you have a limit of 12 instead of 4 per limb. Total armor is the average armor per limb.

2. Stay with 4th edition rules, but put a realistic limit on it. No more 24 armor per limb (rating 4 for your full body) instead, cap it at 2 points of armor per limb, which equals 12 armor per called shot, which averages to 2 armor for full body. If all limbs are armored your limited to 12 total armor from cyber. This is much more powerful that option 1, but still a little less crazy than have 22 points of armor with the 4th RAW rules.

Please give me your thoughts on which system is preferable.
As you may remember from previous discussions I don't think that the RAW version needs any change and that 22 Armor is only a theoretical maximum, that nearly no character will actually have as it takes up too much capacity. If you want to houserule it I'd say go with Option two. With it you preserve at least part of the few benefits of cyberlimbs.

Alternately you could do something else, limit Armor two 2 per limb but use normal stacking. I bet no one will complain that they want to pack more than 2 armor in any limb. Likely most people will be still under the maximum 12 armor.
DamienKnight
QUOTE (Dakka Dakka @ Jun 24 2011, 05:55 AM) *
In SR there are no hit locations so this calculation gives the wrong impression. 4 armor is 4 armor no matter where it is and where anyone shoots.
The armor value of an item incorporates both the coverage and the protective properties of the material. The Maximum 4 armor of a single cyberlimb is comparable to Armored Clothing (Ballistic Armor) a Lined coat (Impact Armor). You can easily deduce that the material in the Cyberlimb armor must be a lot more bullet resistant than those used the two pieces of clothing as the Limb Armor covers a lot less of the body.

Yes, so basicallly you are saying, partial armor is not divided, however you acknowledge that 4 armor on a limb that gives your overall body +4 armor is alot tougher than armored clothing. So its not divided, but really it is, but they just divide it for you before hand. That is a very useful observation Dakka. Im glad you have finally consented to agree with my take on armored limbs!
QUOTE (Dakka Dakka @ Jun 24 2011, 05:55 AM) *
that nearly no character will actually have as it takes up too much capacity.
Obvious cyberleg = 20 capacity. Maximum armor in that leg = 8 capacity. The only limb incapable of maxing its armor is the skull, which can still hold half armor. I think you are way off mark here saying no one would ever stack up on armor.

To call the current cyberarm armor system rediculous is an understatement. You have MORE armor than a vehicle is allowed to have, and no, it does not even use up all of your capacity. Less than half of the capacity on cyber legs.

But I digress. I see that the acceptance of this broken rule is a plague, and to help erradicate it I will remove the super cyber limb armor rule from the sheet, and just max the armor at 2 per limb.
DamienKnight
Version r is now available.


http://www.filedropper.com/sr4cgdk1r

- Added all guns from Gun Heaven
- Fixed Heavy Crossbow name, several gun problems
- Fixed Way of the Warrior to discount Improved Combat Ability instead of Improved Physical Ability.
- Added a column for tracking additional bonuses to active skills
- Tweaked Damage Resist and Movement speed area on Character sheets
- Reversed order of weapon listing on charsheets
Mäx
QUOTE (DamienKnight @ Jun 24 2011, 05:28 PM) *
Obvious cyberleg = 20 capacity. Maximum armor in that leg = 8 capacity. The only limb incapable of maxing its armor is the skull, which can still hold half armor. I think you are way off mark here saying no one would ever stack up on armor.

Yes, obvious limbs can max armor, but for pretty much all characters ever, there are much better uses for that capasity, like for example not having crappy stats.
Many people will very likely but a point or 2 to any limb their character might get, but cyberlimb armor tank isn't really a viable character concept.
6 cyberlimbs at standart grade take you straight to negative essence, even alpha grade only leaves you 1 essence.

Also it's a mistake of epic proportions to equate 20+ points of character armor to 20+ points of vehicle armor.
As character armor isn't hardened, the fact that enemy need to do 30+(counting in the worn armor) points of damage to do physical damage doesn't really matter, as you will be dead from stun overflow from much weaker attacks. cyber.gif

Oh and thats for the version newest version including the ways and all the new guns. love.gif
Draco18s
QUOTE (DamienKnight @ Jun 24 2011, 10:28 AM) *
Obvious cyberleg = 20 capacity. Maximum armor in that leg = 8 capacity. The only limb incapable of maxing its armor is the skull, which can still hold half armor. I think you are way off mark here saying no one would ever stack up on armor.


The problem with maxing armor like this is that it is prohibitively expensive.
Dakka Dakka
QUOTE (DamienKnight @ Jun 24 2011, 04:28 PM) *
Yes, so basicallly you are saying, partial armor is not divided, however you acknowledge that 4 armor on a limb that gives your overall body +4 armor is alot tougher than armored clothing. So its not divided, but really it is, but they just divide it for you before hand. That is a very useful observation Dakka. Im glad you have finally consented to agree with my take on armored limbs!
Actually I have not said anything different than before. Maybe I did not make myself clear earlier. Last time around I gave the examples of the armor vest(smallest coverage, best protection), lined coat (medium coverage and protection) and chameleon suit (largest coverage and thus worse protective quality) and military helmet (good protection, small coverage) versus leather jacket (worse protection better coverage.
QUOTE (DamienKnight @ Jun 24 2011, 04:28 PM) *
Obvious cyberleg = 20 capacity. Maximum armor in that leg = 8 capacity. The only limb incapable of maxing its armor is the skull, which can still hold half armor. I think you are way off mark here saying no one would ever stack up on armor.
As Mäx and Draco18s already pointed out that the capacity itself is not the problem. The problem is that there are many other things you would like to have in your cyberlimb.
I am of the opinion that it is very ulikely that a character would use only one limb for a test, and thus be allowed to use the cyberlimb's attributes. As such it important for him that he either has the meat limbs at similarly high attributes and/or outfits all his cyberlimbs with high attributes. They cannot This gets very expensive, very fast in terms of nuyen as well as capacity. And that's not counting all the non-attribute goodies you might want to cram in: nano-hive, arm gyros, hydraulic jacks etc.

Torso ans skull have their own problems. By definition they are cyberlimbs, but they are also only shells. Can a shell have its own BOD, AGI and STR? either you have to max your meat stats to ever have maxed stats or you have to max the shells with cyberlimb augmentations. The former is prohibitingly expensive (if at all possible, BOD shouldn't be) the latter is definitely impossible
DamienKnight
QUOTE (Mäx @ Jun 24 2011, 07:00 PM) *
Yes, obvious limbs can max armor, but for pretty much all characters ever, there are much better uses for that capasity, like for example not having crappy stats.
Many people will very likely but a point or 2 to any limb their character might get, but cyberlimb armor tank isn't really a viable character concept.
6 cyberlimbs at standart grade take you straight to negative essence, even alpha grade only leaves you 1 essence.

Also it's a mistake of epic proportions to equate 20+ points of character armor to 20+ points of vehicle armor.
As character armor isn't hardened, the fact that enemy need to do 30+(counting in the worn armor) points of damage to do physical damage doesn't really matter, as you will be dead from stun overflow from much weaker attacks. cyber.gif

Oh and thats for the version newest version including the ways and all the new guns. love.gif



QUOTE (Dakka Dakka @ Jun 25 2011, 02:54 AM) *
Actually I have not said anything different than before. Maybe I did not make myself clear earlier. Last time around I gave the examples of the armor vest(smallest coverage, best protection), lined coat (medium coverage and protection) and chameleon suit (largest coverage and thus worse protective quality) and military helmet (good protection, small coverage) versus leather jacket (worse protection better coverage.
As Mäx and Draco18s already pointed out that the capacity itself is not the problem. The problem is that there are many other things you would like to have in your cyberlimb.
I am of the opinion that it is very ulikely that a character would use only one limb for a test, and thus be allowed to use the cyberlimb's attributes. As such it important for him that he either has the meat limbs at similarly high attributes and/or outfits all his cyberlimbs with high attributes. They cannot This gets very expensive, very fast in terms of nuyen as well as capacity. And that's not counting all the non-attribute goodies you might want to cram in: nano-hive, arm gyros, hydraulic jacks etc.

Torso ans skull have their own problems. By definition they are cyberlimbs, but they are also only shells. Can a shell have its own BOD, AGI and STR? either you have to max your meat stats to ever have maxed stats or you have to max the shells with cyberlimb augmentations. The former is prohibitingly expensive (if at all possible, BOD shouldn't be) the latter is definitely impossible



Lets see, custom attributes, +3 to all attributes, only 9 capacity used. Add 3 armor for 8 capacity... still have room for Hydrolic jacks... max rating if enhanced capacity is used. Someone getting armor in their legs is SO unlikely!

If no one is ever putting armor in their legs, I am sure you will have no problem with the 2 armor per limb limit.


'unlikely thata character would use only one limb for a test' .. yeah, because putting 9 agility on an arm, then shooting with that arm so you get full 9 agility for the test, WHO would EVER do that? Surely no one.

In fact, agility in limbs other than your arms affects athletics and stealth.. and not much else. When fighting unarmed you can lead with one limb and use only its agility/strength.

Dont waste your breath Dakka, your arguments are only getting weaker and more invalid.
Draco18s
Alright. So. I opened up the sheet and started checking what are the VIABLE limits on armor in a tinman, under standard chargen rules.

Here's what you get:

Obvious Left Arm (2 armor) availability 10
Obvious Right Arm (2 armor) availability 10
Alphaware Obvious Left Leg (2 armor) availability 10
Alphaware Obvious Right Leg (2 armor) availability 10
Obvious Torsp (2 armor) availability 12
Obvious Skull (2 armor) availability 16 (restricted gear)

12 total armor. You can't get any more in any limb without exceeding the starting character's limit on availability (3 armor is 15)
Cost: 124,800 nuyen.gif (just under 25 BP)
5.85 Essence

And all your stats are 3.

Instead you could just buy Light Military Armor for 12,000 nuyen.gif (2.4 BP) and spend the same 5 BP on the same Restricted Gear quality and have the same armor vs. bullets (12/10 instead of 12/12).

Either way you look like a Mo-Fu-ing tank, only in the cheaper scenario you can take it off and leave it at home, if you need to.
It also doesn't matter what the former's physical track's length is (+2 boxes per cyberlimb) because he's only going to be taking stun damage anyway.

Now. If you really wanted to use all your restricted gear options on armor, you could boost it by another 4 (!!!) armor, 1200 nuyen.gif and 10 BP.
Dakka Dakka
QUOTE (DamienKnight @ Jun 25 2011, 09:57 PM) *
Lets see, custom attributes, +3 to all attributes, only 9 capacity used. Add 3 armor for 8 capacity... still have room for Hydrolic jacks... max rating if enhanced capacity is used. Someone getting armor in their legs is SO unlikely!
This at least will only happen at CharGen, if the Character pays ¥38,500 per leg and Restricted Gear twice as well.

QUOTE (DamienKnight @ Jun 25 2011, 09:57 PM) *
'unlikely thata character would use only one limb for a test' .. yeah, because putting 9 agility on an arm, then shooting with that arm so you get full 9 agility for the test, WHO would EVER do that? Surely no one.

In fact, agility in limbs other than your arms affects athletics and stealth.. and not much else. When fighting unarmed you can lead with one limb and use only its agility/strength.
Let me address that. One-handed firearms may be the exception, but everything else probably cannot be reduced to only one limb being involved. And still using the second hand to steady your pistol arguably is a good thing. The other thing is what does it matter if your arm is completely still when the legs or torso start to bob?
Melee combat most definitely involves all limbs (even head and torso). In the rules it is described as a series of feints, parries and attacks. Telling us to use the strength of a single limb for damage resolution is contrary to the rule and the section of cyberlimbs only mentions STR for damage not AGI, so to see if the "powerfist" actually hits, you would need the average of all limbs. Effectively punching someone involves the torso and legs nearly as much as the arm. Physical Skills tied to Physical Attributes would also use the average. That also includes Diving and Parachuting, even though they are less commonly used than the Athletics and Stealth Group.

@MilSpec Armor vs. Full Cyberlimb Replacement: Don't forget that the one in MilSpec Armor can ignore any attack of less than 13DV (vs Ballistic) and 11DV (vs Impact). The "borg" has to roll every time. Moreover for a little more BP (11 in total) you can get heavy MilSpec Armor and an armor vlaue of 18/16. That sounds a lot more like a tank too me. If you really want to push it, the character can additionally get Bone Density Augmentation/Boneleacing and/or Orthoskin/Demal Sheath/Dermal Plating. For 125BP and 1.95 ESS you get 9 BOD for Damage Resistance (5 for the rest), STR and AGI at 3 and 21/19 armor. A cheaper variant (Dermal Sheathing instead of Orthoskin) gets you 21/20 for 2.2 ESS and 120 BP (2*Restricted Gear though).

The average for Droco18s's "Borg" may just as well be 2, depending how you interpret the whole shell thing of torso and skull.
Draco18s
QUOTE (Dakka Dakka @ Jun 26 2011, 04:09 AM) *
The average for Droco18s's "Borg" may just as well be 2, depending how you interpret the whole shell thing of torso and skull.


I didn't even try to figure out what stats you could shove into these limbs either. It wasn't really important, as I had a lot of capacity to play with, if I didn't use restricted gear to get the armor above 2.

Also, the cyberskull can't take the "more capacity" mod, and it's really the only "limb" that needs it.
Mäx
QUOTE (Dakka Dakka @ Jun 26 2011, 11:09 AM) *
@MilSpec Armor vs. Full Cyberlimb Replacement: Don't forget that the one in MilSpec Armor can ignore any attack of less than 13DV (vs Ballistic) and 11DV (vs Impact). The "borg" has to roll every time.

No he cant, worn armor is never ever hardened armor.
Dakka Dakka
QUOTE (Mäx @ Jun 26 2011, 03:54 PM) *
No he cant, worn armor is never ever hardened armor.
Woops that was 3rd Edition. Only dartguns needles and other 0DV attacks may be ignored. Still the "Borg" by RAW can't ignore those. And the MilSpec Armor already comes with a ChemSeal and environmental adaptation. The "borg" however could still wear MilSpec Armor.
Shecky
I just downloaded the latest version in Excel 2007, and noticed that some of the pages I can't see anything , or most of the page. Its all whited out (No Colors, no information as to what the drop downs are for, what area etc). Pages I noticed were Cyberpart, Ally Spirit and Magic. Do these become visible when you choose certain things in your build or are they just somewhat broken?
Draco18s
QUOTE (Shecky @ Jun 26 2011, 07:48 PM) *
I just downloaded the latest version in Excel 2007, and noticed that some of the pages I can't see anything , or most of the page. Its all whited out (No Colors, no information as to what the drop downs are for, what area etc). Pages I noticed were Cyberpart, Ally Spirit and Magic. Do these become visible when you choose certain things in your build or are they just somewhat broken?


Ally Spirit only shows up if you get one (on the Magic page?), and the Magic page shows up (in pieces) depending on what kind of magic user you are.
DamienKnight
QUOTE (Draco18s @ Jun 25 2011, 06:08 PM) *
Either way you look like a Mo-Fu-ing tank, only in the cheaper scenario you can take it off and leave it at home, if you need to.
It also doesn't matter what the former's physical track's length is (+2 boxes per cyberlimb) because he's only going to be taking stun damage anyway.

Now. If you really wanted to use all your restricted gear options on armor, you could boost it by another 4 (!!!) armor, 1200 nuyen.gif and 10 BP.



QUOTE (Dakka Dakka @ Jun 26 2011, 03:09 AM) *
This at least will only happen at CharGen, if the Character pays ¥38,500 per leg and Restricted Gear twice as well.


So a starting character could not have maxed armor. 22 armor under your skin should not be possible for anyone.

QUOTE (Dakka Dakka @ Jun 26 2011, 03:09 AM) *
Let me address that. One-handed firearms may be the exception, but everything else probably cannot be reduced to only one limb being involved. And still using the second hand to steady your pistol arguably is a good thing. The other thing is what does it matter if your arm is completely still when the legs or torso start to bob?

Melee combat most definitely involves all limbs (even head and torso). In the rules it is described as a series of feints, parries and attacks. Telling us to use the strength of a single limb for damage resolution is contrary to the rule and the section of cyberlimbs only mentions STR for damage not AGI, so to see if the "powerfist" actually hits, you would need the average of all limbs. Effectively punching someone involves the torso and legs nearly as much as the arm. Physical Skills tied to Physical Attributes would also use the average. That also includes Diving and Parachuting, even though they are less commonly used than the Athletics and Stealth Group.


Please read SR4a p. 343 before making any more replies.

Melee uses whatever limb you are leading with.

Athletics and stealth use the WEAKEST limbs attribute, not the average.

The average is only used when a Task does not require careful coordination of limbs, such as in resisting damage.
Dakka Dakka
QUOTE (DamienKnight @ Jun 27 2011, 03:47 PM) *
Melee uses whatever limb you are leading with.
You are right that the book says that. This example however contradicts the actual rules:
QUOTE ('SR4A p. 343")
When a particular limb is used for a test (such as leading an attack with your cyberarm), use the attribute for that limb (natural or cyber); in any other case, take the average value of all limbs involved in the task (round down). If a task requires the careful coordination of several limbs, use the value of the weakest limb.
How only one limb can be involved in melee, when melee combat is described as follows, is beyond me.
QUOTE ("SR4A p. 156")
Rather than a single blow, each attack is a series of moves and counter-moves executed by those involved. Melee combat is not “I punch you and then I wait for your turn to punch me;” rather, it represents several seconds of feints, jabs, punches, counters, attacks, defends, kicks, and bites by both combatants at the same time.
So it should either be a coordinated effort of several limbs, resulting in an average or even require "careful coordination" which would mean the minimum must be used.
I'd rather go with the rule being right and the example being wrong than the other way around.


QUOTE (DamienKnight @ Jun 27 2011, 03:47 PM) *
Athletics and stealth use the WEAKEST limbs attribute, not the average.
Then I was being generous there.
QUOTE (DamienKnight @ Jun 27 2011, 03:47 PM) *
The average is only used when a Task does not require careful coordination of limbs, such as in resisting damage.
I do ask though when is "careful coordination" needed instead of only coordination. Unless only one limb is involved, limbs always need to be coordinated. Are you saying coordination equals careful coordination? Then the whole average thing does not exist except for damage resistance. I would not call resisting damage a task. So there should be others. If you say anything resembling physical activity (i.e. coordinated movement of several limbs) requires careful coordination, melee combat should be included. Applying the rules in that manner makes cyberlimbs even worse than I thought.
Mäx
QUOTE (DamienKnight @ Jun 27 2011, 04:47 PM) *
So a starting character could not have maxed armor. 22 armor under your skin should not be possible for anyone.

It's not possible for any player character, atleast not one that's not totally useless other then not taking physical damage from most attacks, witch isn't even that useful, considering that stun damage takes you out of a fight just as easily(actually easier most of the time, as the stun damage track is shorter).
DamienKnight
QUOTE (Dakka Dakka @ Jun 27 2011, 11:31 AM) *
You are right that the book says that. This example however contradicts the actual rules:
How only one limb can be involved in melee, when melee combat is described as follows, is beyond me.
So it should either be a coordinated effort of several limbs, resulting in an average or even require "careful coordination" which would mean the minimum must be used.
I'd rather go with the rule being right and the example being wrong than the other way around.


Then I was being generous there.
I do ask though when is "careful coordination" needed instead of only coordination. Unless only one limb is involved, limbs always need to be coordinated. Are you saying coordination equals careful coordination? Then the whole average thing does not exist except for damage resistance. I would not call resisting damage a task. So there should be others. If you say anything resembling physical activity (i.e. coordinated movement of several limbs) requires careful coordination, melee combat should be included. Applying the rules in that manner makes cyberlimbs even worse than I thought.
If you would like to discuss some special house rules about cyberlimbs that contradict raw, please post it in the general forum. I am not interested.

QUOTE (Mäx @ Jun 28 2011, 07:00 AM) *
It's not possible for any player character, atleast not one that's not totally useless other then not taking physical damage from most attacks, witch isn't even that useful, considering that stun damage takes you out of a fight just as easily(actually easier most of the time, as the stun damage track is shorter).
With Biocompatibility Cyberware, they could have a human with all userd-alpha cyberlimbs, trauma dampener, platelete factories, smartlink and ultrasound. Thats 12 armor from cyberlimbs, plus more than 12 from worn armor, we are looking at 26+ ballistic armor.

Add a dose of Cram and a dose of Jazz and you have someone with 8 body, 9 str, 9 agility and 3 passes. That sounds like a completely combat inneffective character, indeed!

But that is not even the character I have a problem with. Its later when he can afford to have more armor added to his wares, so now he has 22 armor from his limbs, plus 15 worn armor, for a total of 37 armor, and he doesnt even need to wear milspec. Thats twice the armor of a tank (granted its not Hardened, but with that many dice, does it matter?).

With a body of 8 and 37 ballistic armor, you have 45 dice for resisting bullets. You may not have hardened armor, but you can buy a total of 11 successes... so nothing short of a sniper rifle (or a very skilled shooter) is going even cause you to have to roll.

That is out of hand. That is crazy. 45 dice for ballistic tests... comon people! I dont know how no one else is seeing how RIDICULOUS this is!

Oh, and with the trauma dampener, he would ignore 1 box of stun damage (and everything is stun when you have 37 ballistic armor) so actually, it would have to be doing 12 damage in order to cause you to have to roll.


Seriously though, if no one wants to play a cyberTANK, as you say Max, then no one will mind if I cap the armor at 2 per limb wink.gif
Mäx
QUOTE (DamienKnight @ Jun 28 2011, 04:29 PM) *
With a body of 8 and 37 ballistic armor, you have 45 dice for resisting bullets. You may not have hardened armor, but you can buy a total of 11 successes... so nothing short of a sniper rifle (or a very skilled shooter) is going even cause you to have to roll.

Simple AR loaded with EX-EX fired in full auto does a minimum of 17S damage, someone needs on avarage 53(because it has AP -2) dice to resist that, doing the same using S&S does 16S and halves your Impact armor, meaning youd need about 70 dice to start if you want to fully resist that one.
Even a simple machine pistol with Ex-EX on full auto does a minimum of 15S damage.
And thats with-out going to the myriad of options that don't care about your armor at all.

By the way, why does your example mention used-alpha, those cost exactly the same amount of essence as standard grade ware does?
naga-nuyen
that is the only thing that gets me about the Generator. I have to go back and redo the math on the Cyber and bio ware. I had a PC i loved and took him on multiple missions, then found out that if you do the math how the designers explained in posts and in the RC sent in German all my used ware provided in the specs gave a benefit were it should not have, and the Alpha plus bio compatibility adds less benefit.

IE: used alpha WR1 1.6 were it should be 2 (1.2 for used - .2 for alpha)*2
alpha WR1 plus Bio compatibility= 1.44 in the generator were it should be 1.4 (.2 +.1)*2

But i will say this....it is a minor thing. I love the generator and am very thankful for it. And i figure you used the math of 2*1.2*.2 for used ware and 2*.2*.1 for normal ware. Which is your call for creating and working on the piece so damn hard.
DamienKnight
QUOTE (Mäx @ Jun 28 2011, 11:06 AM) *
Simple AR loaded with EX-EX fired in full auto does a minimum of 17S damage, someone needs on avarage 53(because it has AP -2) dice to resist that, doing the same using S&S does 16S and halves your Impact armor, meaning youd need about 70 dice to start if you want to fully resist that one.
Even a simple machine pistol with Ex-EX on full auto does a minimum of 15S damage.
And thats with-out going to the myriad of options that don't care about your armor at all.

By the way, why does your example mention used-alpha, those cost exactly the same amount of essence as standard grade ware does?


1 * .8 * 1.2 = .96


A full auto assault rifle should be deadly to any character if they take a narrow burst. with 47 dice its 1 use of edge and they take 0 damage. Its a serious problem. We arent even accounting for the troll version.

The point is, massive amounts of armor under your skin is unreasonable. Wearing the heaviest milspec armor is maybe 18 armor. You can exceed that, all with synthetic limbs... looking like a completely normal person. It just isnt right.

I am done hearing weak arguments about cyberlimb armor. If you have any bugs/suggestions for the sheet, please post them. Otherwise take it to a thread in the main forum. I think its been beaten to death here, and dozens of places elsewhere.
Mäx
QUOTE (DamienKnight @ Jun 28 2011, 09:57 PM) *
1 * .8 * 1.2 = .96

Doesn't work like that.
1+0,2-0,2=1 is how the essence reductions are calculated.

QUOTE (naga-nuyen @ Jun 28 2011, 09:56 PM) *
that is the only thing that gets me about the Generator. I have to go back and redo the math on the Cyber and bio ware.

If you know even a little bit about using excel, this is easy to fix by yourself.
Just unhide the Misc_Data tab, the ware cost modifiers are in tabs U-Y.
Just change used alpha essence to 1 and used alpha adapsin to 0,9.
Then just hide the tab again and save the sheet, if your afraid of messing somethink up use a different save name, but this should be straight forward enough.

Also damien, i can't even belive your comparing wearing a heavy millspec armor, to changing your whole body into a high strength armored material.
But your right i couldn't really care less about how you cap cyber limb armor in your games, as the limit on the sheet is simple enough to change, but could you please just exempt the armor from averaging, as the invidual limb line showing 6 points of armor for every one point you take just looks mighty weird wink.gif
cndblank
First great project.

Quick question.

Under spells for a mage, if you use the bottom third to add a spell, the spells do not add to the spell count under Spells known.
Is that a bug or a feature.

Also if I try to save the character sheet as Excel 2003 (.xls), I get a Significant loss of Functionality at Technomancer and 65536 rows message.

I then save it as a xlsm.

Can I ignore that warning message?






Mäx
QUOTE (cndblank @ Jun 29 2011, 09:51 AM) *
Under spells for a mage, if you use the bottom third to add a spell, the spells do not add to the spell count under Spells known.
Is that a bug or a feature.

Seems to be a bug, the spells know only counts the range B4-B23, this one is also easy to fix yourself while waiting for a update, just unprotect the magic tap and change the B4:B23 in the spells known formula to B4:B31.

There's also a bug in the weapons tap, adding a mod to the second slot on a custom ranged weapon creates a circular reference.
DamienKnight
QUOTE (cndblank @ Jun 29 2011, 01:51 AM) *
Under spells for a mage, if you use the bottom third to add a spell, the spells do not add to the spell count under Spells known.
Is that a bug or a feature.

Also if I try to save the character sheet as Excel 2003 (.xls), I get a Significant loss of Functionality at Technomancer and 65536 rows message.

I then save it as a xlsm.

Can I ignore that warning message?

I will fix that in the next version. When I added more slots for spells I broke a number of things...

The sheet is developed in excel 2003, so it canot exceed 65536 rows, so the message is just a default message from your excel version.

What kind of loss of Functionality on the Technomancer page are you experiencing?
cndblank
Thanks for the answers.

Never played a Technomancer so I don't know.
I just wanted to confirm that other than a Technomancer should be fine using Excel 2003 format.


QUOTE (DamienKnight @ Jun 29 2011, 07:36 AM) *
I will fix that in the next version. When I added more slots for spells I broke a number of things...

The sheet is developed in excel 2003, so it canot exceed 65536 rows, so the message is just a default message from your excel version.

What kind of loss of Functionality on the Technomancer page are you experiencing?

janusfenix
Can someone explain to me how the Reputation score in this character sheet relates to Street Cred/Notoriety/Public Awareness, and whether any of those three things are directly tracked in this character sheet?
Thanks,
JF
DamienKnight
QUOTE (janusfenix @ Jun 29 2011, 10:12 AM) *
Can someone explain to me how the Reputation score in this character sheet relates to Street Cred/Notoriety/Public Awareness, and whether any of those three things are directly tracked in this character sheet?
Thanks,
JF
See the tab titled 'Karma_log' to track reputation and noteriety.
DamienKnight
Version s is now available.

http://www.filedropper.com/sr4cgdk1s_1

Includes
- Added Weapons, Bioware, Biodrones, Drones and some vehicles from WAR!
- Fixed spell selection bottom slots not adding to spells selected count
- Fixed Programming suites not showing up on Charsheet
- Fixed circular reference in custom weapon mods

I Know its not been long since the last version, but I was anxious to get some fixes and new weapons out there. Dont forget, the last version added all guns from Gun Heaven.
janusfenix
QUOTE (DamienKnight @ Jun 29 2011, 12:53 PM) *
See the tab titled 'Karma_log' to track reputation and noteriety.


Ah, thanks! The book I have (SR4A) (p. 265) breaks out "Reputation" into Street Cred, Notoriety, and Public Awareness, so I was confused seeing Reputation and Notoriety next to eachother, but not the others.

A few more questions, then:
Is there any way to get the Reputation (or Street Cred) that is calculated based on total earned Karma / 10, or should I just factor that in manually as I go?
Is Public Awareness displayed anywhere (being (Street Cred + Notoriety) / 3)?
Notoriety doesn't seem to be modified by Positive/Negative Qualities, should I just factor this in myself as a Karma Log entry before my first game?


Thanks for making such a handy tool, and sorry if I'm annoying with newbie questions smile.gif
DamienKnight
QUOTE (janusfenix @ Jun 29 2011, 01:22 PM) *
Ah, thanks! The book I have (SR4A) (p. 265) breaks out "Reputation" into Street Cred, Notoriety, and Public Awareness, so I was confused seeing Reputation and Notoriety next to eachother, but not the others.

A few more questions, then:
Is there any way to get the Reputation (or Street Cred) that is calculated based on total earned Karma / 10, or should I just factor that in manually as I go?
Is Public Awareness displayed anywhere (being (Street Cred + Notoriety) / 3)?
Notoriety doesn't seem to be modified by Positive/Negative Qualities, should I just factor this in myself as a Karma Log entry before my first game?


Thanks for making such a handy tool, and sorry if I'm annoying with newbie questions smile.gif
You will have to add reputation/noteriety after each run. Usually I make one entry after each run which adds karma/nuyen/rep/noteriety all in one entry.

I had a column for tracking how much karma was applied towards reputation, but it became too confusing to use. Karma earned in secret, from special GM awards, etc. does not apply to Reputation, so you will need to track when your reputation increases.
Mäx
QUOTE (DamienKnight @ Jun 29 2011, 09:21 PM) *
- Fixed circular reference in custom weapon mods

Thank for the fix(and others + the new stuff too), thats some fast bug fixing, only 6 hours between a report of the bug and a relesead fix love.gif
Sengir
QUOTE (Mäx @ Jun 28 2011, 10:21 PM) *
Doesn't work like that.

It DOES work like that, see Augmentation p.32. And while people like to claim that this was changed in the errata included in the German version, let me assure you it wasn't..
Mäx
QUOTE (Sengir @ Jun 29 2011, 11:11 PM) *
And while people like to claim that this was changed in the errata included in the German version, let me assure you it wasn't..

I find that hard to belive, when i have seen post(s) listing the new essence costs for the ware suites, calculated in the errata way, from the errated german augmentation.
Sengir
QUOTE (Mäx @ Jun 29 2011, 10:53 PM) *
I find that hard to belive, when i have seen post(s) listing the new essence costs for the ware suites, calculated in the errata way, from the errated german augmentation.

That's because German Augmentation makes an exception for the Essence modifier for cyber suites, which is now additive. The nuyen.gif modifier is multiplicative again, and the example on p.32 uses the same math as in the original version for both Essence and money.

*points to link in sig*
Mäx
QUOTE (Sengir @ Jun 30 2011, 10:35 AM) *
That's because German Augmentation makes an exception for the Essence modifier for cyber suites, which is now additive. The nuyen.gif modifier is multiplicative again, and the example on p.32 uses the same math as in the original version for both Essence and money.

Triple Facepalm.
Awesome partial implementation of errata, lets hope that the english one (if we ever get one) has the full essence cost calculation errata included.
Aku
Just getting back into SR and am using this for the chargen, one teeny tiny thing: "noteriety" should be "notoriety"
Sengir
QUOTE (Mäx @ Jun 30 2011, 12:59 PM) *
Triple Facepalm.
Awesome partial implementation of errata

I wonder if there's a Latin word for "disimprovement", as that would be a far better description of this change...
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