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Dumori
I know this is old but bar constant effecting spells/powers, cyber and bio. What is capped by the augmented maximums? Do drug cap out? Same with adrenalin glands or the +1 to all physical from the berserker negative quality?
Malachi
Unless it uses the word "bonus" I have been capping any attribute enhancements.
Stahlseele
Ah, the Argument about Augmented Maximum again, an all time favourite since SR4^^
AngelisStorm
Everything. Spirit possession used to be an exception, but the new FAQ changed that (if you accept the new one).
Rotbart van Dainig
QUOTE (Dumori @ Mar 29 2010, 04:05 PM) *
What is capped by the augmented maximums?

For attributes? Pretty much everything.

That's the whole point.
Draco18s
QUOTE (Stahlseele @ Mar 29 2010, 11:30 AM) *
Ah, the Argument about Augmented Maximum again, an all time favourite since SR4^^


See thread title: Argumented maximums.
knasser
Pretty much everything is capped by them. The two exceptions to this were living beings possessed by spirits and cyberlimbs were at one point a grey area. As of a FAQ released last week, possessed living beings are capped (though a FAQ is not quite an errata and the book still has it uncapped for now as did the old FAQ). Cyberlimbs can go beyond augmented maximums under the rules for redlining in Augmentation. These rules are optional but I recommend them as a GM for the pleasure of seeing players hospitalize their own characters.

Inhabitation still allows augmented maximums to be exceeded, though it's not technically exceeding the attributes and of course is rather permanent. wink.gif

Use of the Shapechange spell allows exceeding of augmented maximums, though it's a rather perverse way of achieving it.

K.
Stahlseele
QUOTE (Draco18s @ Mar 29 2010, 07:49 PM) *
See thread title: Argumented maximums.

that was the whole reason for my posting ^^
sn0mm1s
QUOTE (knasser @ Mar 29 2010, 10:58 AM) *
Pretty much everything is capped by them. The two exceptions to this were living beings possessed by spirits and cyberlimbs were at one point a grey area. As of a FAQ released last week, possessed living beings are capped (though a FAQ is not quite an errata and the book still has it uncapped for now as did the old FAQ). Cyberlimbs can go beyond augmented maximums under the rules for redlining in Augmentation. These rules are optional but I recommend them as a GM for the pleasure of seeing players hospitalize their own characters.

Inhabitation still allows augmented maximums to be exceeded, though it's not technically exceeding the attributes and of course is rather permanent. wink.gif

Use of the Shapechange spell allows exceeding of augmented maximums, though it's a rather perverse way of achieving it.

K.


I guess you could argue that only physical attributes are capped (not mental or special) with possession since the FAQ specifically mentions physical but not the others. Plus it would be a little strange for a spirit to possess someone but be stupid and unable to use Magic.

I am not sure if Magic has a listed augmented maximum... only natural maximum. There might be something in the Initiation section of the SR4A or SM that limits your Magic but I don't remember off the top of my head. It wouldn't make much sense if it was restricted, otherwise things like Spirit Pact and the Infected's ability to temporarily raise their Magic would be pretty lackluster.

Essence can be gained through Energy/Essence Drain but it is unclear what your augmented maximum would be (I think Infected can only have an 11 or 12 rating so that would probably be augmented maximum). However, it is very difficult for a non-infected player to get these abilities.

Milspec armor can help you go above your maximum augmented Str.

As noted by Knasser, Shapechange would appear to let you go above your augmented maximums.

I can't think of anything else.
Dakka Dakka
QUOTE (sn0mm1s @ Mar 29 2010, 09:08 PM) *
I guess you could argue that only physical attributes are capped (not mental or special) with possession since the FAQ specifically mentions physical but not the others. Plus it would be a little strange for a spirit to possess someone but be stupid and unable to use Magic.
That is because only the physical attributes are enhanced at all, the others are replaced.

QUOTE (sn0mm1s @ Mar 29 2010, 09:08 PM) *
I am not sure if Magic has a listed augmented maximum... only natural maximum. There might be something in the Initiation section of the SR4A or SM that limits your Magic but I don't remember off the top of my head. It wouldn't make much sense if it was restricted, otherwise things like Spirit Pact and the Infected's ability to temporarily raise their Magic would be pretty lackluster.
The Natural Maximum for magic is Round Down(6-Essence Loss+Initiation Grade). Also there is not device or power that increases the magic attribute. There are only ways to receive a bonus to it (Foci, domains etc.)

QUOTE (sn0mm1s @ Mar 29 2010, 09:08 PM) *
Essence can be gained through Energy/Essence Drain but it is unclear what your augmented maximum would be (I think Infected can only have an 11 or 12 rating so that would probably be augmented maximum). However, it is very difficult for a non-infected player to get these abilities.

QUOTE ('SR4A p. 294')
A critter can only increase its Essence to twice its natural maximum.
QUOTE ('Street Magic Errata')
Attribute modifiers granted by Energy Drain are limited to 1.5 times the draining entity’s Magic rating (in the case of spirits, their Force when initially summoned.)


QUOTE (sn0mm1s @ Mar 29 2010, 09:08 PM) *
As noted by Knasser, Shapechange would appear to let you go above your augmented maximums.
Actually it doesn't but the target of the spell becomes a new entity with natural attributes equal to the base creature's physical attributes+hits of the spellcasting.

X-Kalibur
So if I shapechange into a rat, but cast the spell at force 6, and presumably get say... 5 hits, I am now a rat with 6s across the physical realm. I think that just bypassed the augmented maximum for that creature.
Dakka Dakka
exactly. You would however have to have an augmented BOD of 3 or less.
X-Kalibur
QUOTE (Dakka Dakka @ Mar 29 2010, 02:10 PM) *
exactly. You would however have to have an augmented BOD of 3 or less.


As a mage you must pick a creature whose base BOD is within 2 points of your own. Once you shift, however, your BOD score becomes the creatures base + hits. When you talk about a creature with low bod (1) it is easy to get a large number of hits and actually go past the augmented maximum for that creature. The rules do not state that those hits are capped in any way, shape, or form. (it's magic!)
Stahlseele
hits are capped by force of spell.
only if you're using edge you can go over i think.
sn0mm1s
QUOTE (Dakka Dakka @ Mar 29 2010, 02:58 PM) *
That is because only the physical attributes are enhanced at all, the others are replaced.

The Natural Maximum for magic is Round Down(6-Essence Loss+Initiation Grade). Also there is not device or power that increases the magic attribute. There are only ways to receive a bonus to it (Foci, domains etc.)




Actually it doesn't but the target of the spell becomes a new entity with natural attributes equal to the base creature's physical attributes+hits of the spellcasting.


Magic Pact pg. 108 in Street Magic increases the Magic attribute temporarily.

Also, Infected can spend Essence to boost their Magic Attribute pg 77 Runner's Companion.
X-Kalibur
QUOTE (Stahlseele @ Mar 29 2010, 02:21 PM) *
hits are capped by force of spell.
only if you're using edge you can go over i think.


I meant aside from force capping the hits, that is.
Muspellsheimr
QUOTE (knasser @ Mar 29 2010, 10:58 AM) *
Pretty much everything is capped by them. The two exceptions to this were living beings possessed by spirits and cyberlimbs were at one point a grey area. As of a FAQ released last week, possessed living beings are capped (though a FAQ is not quite an errata and the book still has it uncapped for now as did the old FAQ). Cyberlimbs can go beyond augmented maximums under the rules for redlining in Augmentation. These rules are optional but I recommend them as a GM for the pleasure of seeing players hospitalize their own characters.

No. The Rules as Written state that being possessed increases the vessels physical attributes by the spirit's Force. They do not state this is an exception to the Augmented Maximum rule, & so, Rules as Written, it is not. The fact that this is one of the things the FAQ actually got right is irrelevant, as the document is a piece of shit.
QUOTE (sn0mm1s @ Mar 29 2010, 12:08 PM) *
I guess you could argue that only physical attributes are capped (not mental or special) with possession since the FAQ specifically mentions physical but not the others. Plus it would be a little strange for a spirit to possess someone but be stupid and unable to use Magic.

Possession does not modify the vessels mental attributes, and so is not subject to augmented maximums.

As to what is affected by augmented maximums - everything that increases a Physical or Mental attribute (instead of providing bonus dice to tests; Special attributes are, if I recall correctly, not subject to the rule), that is not specifically listed as an exception.

As for what are noted as exceptions, off the top of my head, I can think of two. Redlining cyberlimbs, & the Strength Upgrade for military armor.


Edit:
@Dakka Dakka
Essence Drain & Energy Drain are two similar, but separate powers. The 1.5x limiter on Energy Drain does not affect Essence Drain, and Essence Drain can indeed increase the Magic attribute.

Edit:
I just double-checked Shapechange, & it does not augment attributes, it increases the base rating of the creature you changed into. It does not allow you to exceed the creature's natural maximum, but due to the phrasing, this can easily be mistaken. It, unfortunately, also does not explain how to obtain the creatures natural maximums (which, if you know how [every base critter attribute is listed as a 3 on the 1-6 scale, so a 4 would be 2-7], is easy enough to do, with the exception of natural maximums of 4 or less, as they all will have a listed value of 1).

I would also like to point out that, Rules as Written, the Shapechange spell allows you assume the form of a creature whose base Body is 2 points greater or less than your own, not a creature whose base Body is up to 2 points greater or less than your own.
Emy
QUOTE (Muspellsheimr @ Mar 31 2010, 06:58 PM) *
I would also like to point out that, Rules as Written, the Shapechange spell allows you assume the form of a creature whose base Body is 2 points greater or less than your own, not a creature whose base Body is up to 2 points greater or less than your own.


Ahahahaha. That's terrible. You can only change into something with body+2 or body-2. You can't, for example, change into your evil twin brother, who is nearly identical to yourself except for the scars across his face.

Excellent job editing, CGL.
Muspellsheimr
Not only that, but it has been around through every printing of Shadowrun 4, and I have specifically called attention to it on the forums multiple times sense at least the 4th printing.
Dakka Dakka
QUOTE (X-Kalibur @ Mar 29 2010, 11:19 PM) *
As a mage you must pick a creature whose base BOD is within 2 points of your own. Once you shift, however, your BOD score becomes the creatures base + hits. When you talk about a creature with low bod (1) it is easy to get a large number of hits and actually go past the augmented maximum for that creature. The rules do not state that those hits are capped in any way, shape, or form. (it's magic!)
That's what I meant, before casting the mage has to have a BOD of 3 or less exactly 3 by RAW, whether natural or augmented, to be able to assume the form of a creature with BOD 1.

QUOTE (Muspellsheimr @ Apr 1 2010, 02:58 AM) *
No. The Rules as Written state that being possessed increases the vessels physical attributes by the spirit's Force. They do not state this is an exception to the Augmented Maximum rule, & so, Rules as Written, it is not. The fact that this is one of the things the FAQ actually got right is irrelevant, as the document is a piece of shit.
The important point about possession however is IMHO that the target of possession ceases to exist and it and the spirit are merged to a new entity. This entity has natural physical attributes equal to augmented attribute of the vessel+Force.

QUOTE (Muspellsheimr @ Apr 1 2010, 02:58 AM) *
Essence Drain & Energy Drain are two similar, but separate powers. The 1.5x limiter on Energy Drain does not affect Essence Drain, and Essence Drain can indeed increase the Magic attribute.
I know that they are separate powewrs, but sn0mm1s wrote that the powers' maxima were not clear, so I provided the quotes saying otherwise.

QUOTE (Muspellsheimr @ Apr 1 2010, 02:58 AM) *
I just double-checked Shapechange, & it does not augment attributes, it increases the base rating of the creature you changed into. It does not allow you to exceed the creature's natural maximum, but due to the phrasing, this can easily be mistaken. It, unfortunately, also does not explain how to obtain the creatures natural maximums (which, if you know how [every base critter attribute is listed as a 3 on the 1-6 scale, so a 4 would be 2-7], is easy enough to do, with the exception of natural maximums of 4 or less, as they all will have a listed value of 1).
This is just speculation based on the assumption that between the natural minimum and the maximum should be a difference of 5. There is no basis for that assumption. The BBB only tells us that you can increase or decrease the attributes by up to 3 (SR4A p. 292). It does not say if this maximum follows the same rules as augmentent maxima for metahumans. Even if this is the case, the creature with a normal BOD of 1 would have an augmented maximum of 6[(1+3)*1.5=6]

QUOTE (Muspellsheimr @ Apr 1 2010, 02:58 AM) *
I would also like to point out that, Rules as Written, the Shapechange spell allows you assume the form of a creature whose base Body is 2 points greater or less than your own, not a creature whose base Body is up to 2 points greater or less than your own.
eek.gif I must have always overread that.
Muspellsheimr
QUOTE (Dakka Dakka @ Mar 31 2010, 10:25 PM) *
The important point about possession however is IMHO that the target of possession ceases to exist and it and the spirit are merged to a new entity. This entity has natural physical attributes equal to augmented attribute of the vessel+Force.

No, actually. The target of the possession very much still exists, but is usually in a suspended mental state. The spirit inhabiting the body (not to be confused with the Inhabitation power) also does not cease to exist or similar.

Possession does not "create a new entity"; the possessing spirit & vessel are treated as a "combined entity" (think gestalt).

This entity does not "possess physical attributes equal to that of the vessel + the spirit's Force. The possession increases the vessels physical attributes by the spirits Force.

QUOTE (Dakka Dakka @ Mar 31 2010, 10:25 PM) *
This is just speculation based on the assumption that between the natural minimum and the maximum should be a difference of 5. There is no basis for that assumption. The BBB only tells us that you can increase or decrease the attributes by up to 3 (SR4A p. 292). It does not say if this maximum follows the same rules as augmentent maxima for metahumans. Even if this is the case, the creature with a normal BOD of 1 would have an augmented maximum of 6[(1+3)*1.5=6]

As I said, it is not clearly explained in the rules. But in every example actually given (most notably the Infected), this is the case. The single exception to the 1-6 spread are a few of the shifters, of which I continue to believe was a mistake/typo, and as the (supposedly completed) errata for Runner's Companion still has yet to be released, it is a reasonable assumption (but not technically RAW, yet).
Patrick the Gnome
QUOTE (Muspellsheimr @ Mar 31 2010, 08:58 PM) *
No. The Rules as Written state that being possessed increases the vessels physical attributes by the spirit's Force. They do not state this is an exception to the Augmented Maximum rule, & so, Rules as Written, it is not. The fact that this is one of the things the FAQ actually got right is irrelevant, as the document is a piece of shit.


If you can tell me why your opinion should have more weight than the official stance of the developers as posted on their website then I might consider your opinion that "the document is a piece of shit." Until then, I will continue using the rules as they are written and clarified in the FAQ and have my possession spirits cap their physical attributes at augmented maximums. You may house rule however you wish.
Muspellsheimr
1. The purpose of an FAQ is to clarify, not change, rulings.
2. The authors of said FAQ have specifically stated that the FAQ is not meant to alter the Rules as Written
3. The published FAQ does indeed change the rules of the book in multiple instances.
4. The published FAQ is not Errata.

The FAQ is not valid in a rules debate, as in numerous instances, it directly contradicts the Rules as Written, of which it does not have the authority to support.

In this particular instance, it is irrelevant, as the FAQ does not contradict the Rules as Written. In such instances, there is no need to bring up the FAQ. In the other instances, the FAQ is bullshit. Thus, the FAQ, as far as rules debates are concerned, is bullshit.
Dakka Dakka
QUOTE (Muspellsheimr @ Apr 1 2010, 07:59 AM) *
No, actually. The target of the possession very much still exists, but is usually in a suspended mental state. The spirit inhabiting the body (not to be confused with the Inhabitation power) also does not cease to exist or similar.

Possession does not "create a new entity"; the possessing spirit & vessel are treated as a "combined entity" (think gestalt).
Actually for the duration of the possession a new entity is created:
QUOTE ('Street Magic p. 101')
If the test succeeds, the possession takes hold: the vessel and the critter are considered a single dual-natured entity for the duration.
This entity must be separate from both the vessel and the (astral) spirit, since it is dual-natured and neither of the combined entities are

QUOTE (Muspellsheimr @ Apr 1 2010, 07:59 AM) *
This entity does not "possess physical attributes equal to that of the vessel + the spirit's Force. The possession increases the vessels physical attributes by the spirits Force.
True, but since the new entity ceases to be metahuman, all bets are off what its natural or augmented maxima are.
Patrick the Gnome
QUOTE (Muspellsheimr @ Apr 1 2010, 01:29 AM) *
1. The purpose of an FAQ is to clarify, not change, rulings.
2. The authors of said FAQ have specifically stated that the FAQ is not meant to alter the Rules as Written
3. The published FAQ does indeed change the rules of the book in multiple instances.
4. The published FAQ is not Errata.

The FAQ is not valid in a rules debate, as in numerous instances, it directly contradicts the Rules as Written, of which it does not have the authority to support.

In this particular instance, it is irrelevant, as the FAQ does not contradict the Rules as Written. In such instances, there is no need to bring up the FAQ. In the other instances, the FAQ is bullshit. Thus, the FAQ, as far as rules debates are concerned, is bullshit.


Where does the FAQ contradict the rules as they are written. In my reading of it it clarified portions of the rules that seemed unclear, exactly what a FAQ is supposed to do. In a rules debate about which interpretation of the rules should be used by default the FAQ is a relevant document as it clarifies the wording of portions of the rules which may be misinterpreted. In a debate where such a misinterpretation is the issue, the FAQ is relevant.

Also, sorry, I know the FAQ isn't particularly relevant in this debate except for the purposes of ending it in agreement with your position, I just couldn't let that statement pass without arguing nyahnyah.gif
Muspellsheimr
QUOTE (FAQ)
Though mystic adepts must split their Magic between Magic-based skills and adept powers, it says that for all other purposes, including the limits of adept powers, the mystic adept uses his full Magic attribute. Does this mean that a mystic adept with Magic 6 who has allocated 2 points to Magic skills and 4 points to adept powers can cast Force 6 spells without flinching?

The Magic points allocated towards Magic-based skills counts for all aspects of those skills. This includes: Magic-linked skill tests (Summoning, Spellcasting, Enchanting, etc.), maximum spell Force, overcasting, etc.

For a mystic adept's adept powers, only the points allocated towards adept powers apply. This includes powers that require Magic Tests like Attribute Boost, the maximum rating of leveled adept powers, etc.

For all other purposes—i.e., non-Magic-linked skills—the mystic adept's full Magic attribute is used: pressing through astral barriers, initiation grade limit, Masking metamagic, being assensed, etc.

So for the example above, a mystic adept with Magic 6 with 2 points devoted to Magic skills and 4 points to adept powers, the maximum Force he can cast at is 4, and anything over Force 2 is Physical Drain. His adept powers are limited to rating 4 or lower.

QUOTE (Shadowrun 4 Anniversary p.195)
For every point of Magic invested in physical abilities, the character
gets one Power Point that she can use to purchase adept powers.
Every point of Magic invested in mana-based abilities grants the character
one point to use with Magic-based skills. For all other purposes,
including the determination of the maximum level for adept powers,
the character’s full Magic attribute is used.
Such a character will not
have as many adept powers as most other adepts, nor will they be able
to cast spells with the same skill as true magicians. Mystic adepts may
use their adept powers normally.


QUOTE (Frequently Asked Questions)
How do you split a dice pool, such as using multiple weapons or casting multiple spells?

A dice pool is generally Skill (+ Specialization) + Attribute + anything else that adds directly to the dice pool but is not listed as a dice pool modifier (foci, certain augmentations, etc.). When splitting the pool the player divides these dice however they want, keeping at least one die for each test. Dice pool modifiers (from certain augmentations, darkness, smoke, etc.) are then applied to each test separately.

QUOTE (Shadowrun 4 Anniversary p.60)
The dice pool is the sum of the relevant skill plus its linked attribute,
plus or minus any modifiers that may apply.

Does it change the rating of the skill? Does it change the rating of the attribute? No - then it is a Dice Pool Modifier.

There are other more minor inconsistencies I am sure others can point out, if you want. I am done with your "FAQ is RAW!" bullshit.
Mongoose
Given that there are published stats for possessed characters which exceed the racial augmented maximums, I think its safe to say that possession allows those maximums to be exceeded.

[ Spoiler ]
Stahlseele
You might want to format that differently.
Tables don't carry over well when copied.
Mongoose
Yeah, I saw that, but it conveys the message clearly. Tab keys plus web forms don't mix, and I'm not gonna waste time coding a table or figuring out how many times I need to hit the space bar for something that already shows the point.
Stahlseele
lazy ass *snickers*
Muspellsheimr
While you're at it, you might also want to quote the numerous other blatantly wrong stats in Ghost Cartels (aka the ones that don't actually follow the rules - there are more than a couple).
Patrick the Gnome
QUOTE (Mongoose @ Apr 1 2010, 09:43 AM) *
Given that there are published stats for possessed characters which exceed the racial augmented maximums, I think its safe to say that possession allows those maximums to be exceeded.

[ Spoiler ]


Because I don't want to repeat my statements or cause more flaminess let me just say that for all arguments pertaining to the capabilities of possession spirits, please refer to the possession spirit tactical manual post. Here's a link to the part of the thread dealing with this issue in particular.

http://forums.dumpshock.com/index.php?show...0195&st=200

As for using the FAQ as RAW or RAI, I suppose I must concede a point to Muspelheimr. I didn't catch those inconsistencies in my first reading, which may have been because I was referencing the FAQ in relation to the above mentioned thread. Overall, I still like most of the FAQ interpretations and plan on using them in my own game, and I think it does have at least a bit of weight as RAI considering that someone had to like it enough to approve of it being posted on their website.
10gauge
sorry for bumping this up and sorry if i ask something that was already explained before - but i can't get it. really.

just to make it clear:

a human has a max. augmented reaction of 9, right. so, if i have a human whose natural rea is 6, there would be no reason to give him move by wire 3 (exept for ip). and furthermore, it would be a horrible waste of money to implant an additional reaction enhancer because the maximum reaction a human can achieve - EVER and no matter what... is 9.

right?

this sucks. smile.gif
darthmord
QUOTE (10gauge @ May 21 2010, 12:28 PM) *
sorry for bumping this up and sorry if i ask something that was already explained before - but i can't get it. really.

just to make it clear:

a human has a max. augmented reaction of 9, right. so, if i have a human whose natural rea is 6, there would be no reason to give him move by wire 3 (exept for ip). and furthermore, it would be a horrible waste of money to implant an additional reaction enhancer because the maximum reaction a human can achieve - EVER and no matter what... is 9.

right?

this sucks. smile.gif


Correct... unless you make him into a cyberzombie in which case the more negative the Essence, the higher the augmented maximums for stats can be. But that's a special case.

That said, there are optional rules & house rules about exceeding racial / augmented maximums. I'm thinking of allowing it in my game but have the karma costs to raise the stat either be 2x or 3x the normal cost to raise.
10gauge
im fine with natural maximums but i cant see any sense in capping the augmented attributes. i always thought that maxing out your abilities by cyberware would be a primary goal in shadowrun. i mean... thats the stuff shadowrun is based on, right? super fast machine like bad ass street sammies.

but hey... rules are rules. thats fine.

time for a 14 year old japanese super fast school girl cyber zombie. oO

cheers!

QUOTE (darthmord @ May 21 2010, 07:44 PM) *
That said, there are optional rules [...] about exceeding racial / augmented maximums.

could you tell me where?
Yerameyahu
I think the max rules are fine, but if you want to house-rule them higher/away, go ahead. Maybe something like 'requires deltaware', etc.
Samoth
QUOTE (10gauge @ May 21 2010, 05:28 PM) *
sorry for bumping this up and sorry if i ask something that was already explained before - but i can't get it. really.

just to make it clear:

a human has a max. augmented reaction of 9, right. so, if i have a human whose natural rea is 6, there would be no reason to give him move by wire 3 (exept for ip). and furthermore, it would be a horrible waste of money to implant an additional reaction enhancer because the maximum reaction a human can achieve - EVER and no matter what... is 9.

right?

this sucks. smile.gif

You're right, and it only furthers cheapening what cyber and bio can do to the human body. One thing i preferred about SR2/3 was that if you really wanted to be the fastest street sam alive you could certainly do it, but it will cost a ton of essence and money. in SR4 with a 9 cap for humans (still crazy high) you could theoretically have a guy with 2 natural reaction, get MBW 3 and a Synthacardium and be the most reactive human on the planet, but that's as high as you can possibly get barring gene optimization or qualities. It does make reaction enhancers fairly pointless when WR and MBW add to a reaction cap that can max out extremely easily.
Yerameyahu
Reaction Enhancers are just another option; not everything is part of a single perfect setup. They're smaller and cheaper (although not cheap), and they stack.

Although I already suggested a house rule (require Deltaware), here's another: pushing yourself beyond the maximums causes damage. A human with Reaction over 9 (for example) gets the old 'impulsive' penalty from SR3, or an overstress penalty (I think they still have that in SR4?), or risks mod addiction, or has a penalty to Social tests/concentration/etc., or regular maintenance is required (maybe of the 'ware, or maybe of the *body* trying to deal with the 'ware), and so on. There are plenty of ways to allow bleeding-edge-itude without going nuts. smile.gif
Draco18s
QUOTE (10gauge @ May 21 2010, 01:50 PM) *
time for a 14 year old japanese super fast school girl cyber zombie. oO


Jim's already done that. Her name was Bubblegum.
Caadium
QUOTE (10gauge @ May 21 2010, 10:50 AM) *
im fine with natural maximums but i cant see any sense in capping the augmented attributes. i always thought that maxing out your abilities by cyberware would be a primary goal in shadowrun. i mean... thats the stuff shadowrun is based on, right? super fast machine like bad ass street sammies.

but hey... rules are rules. thats fine.


IMO the maximums were somethig I was glad to see added. Unless you've got a cybe-zombie its important to remember that implants, bio, whatever you're using to augment yourself, is actually augmenting your flesh and blood body. That body has real limits and thresholds that it can not go beyond without destroying itself. If you put a faster, more powerful engine, in a car but do not upgrade the tires or suspension then the rest of the car might not be able to handle the new engine. I see cyber the same way in SR.

A couple of years ago I remember reading an article about baseball pitchers. Some doctors theorize that pitchers are not able to continue to increase pitch velocity over the high 90s to rare low 100 mph due to the human arm. The tendons and bones are not like muscles that can really be strengthened, and if you put too much pressure on them they will break. This is the main cause that pitchers speed is basically capped. The amount of strain put on a pitchers arm was made VERY clear to me in 1989 when I watched Dave Dravecky's arm snap! He had lost muscle mass due to cancer surgery but was able to rebuild the strength. However, without the full mass his arm was not able to handle the strain and the bone literally SNAPPED when he threw the ball.

All parts of the body, not just the ware you put in, need to be able to handle the strain. That SR science has limits as to how far it can push things is something I appreciate. It gives room for new cutting edge tech in a game, there is a boundary to be pushed via research; very expensive and valuable research that affords shadowrunners work opportunities.
Mäx
QUOTE (10gauge @ May 21 2010, 07:28 PM) *
sorry for bumping this up and sorry if i ask something that was already explained before - but i can't get it. really.

just to make it clear:

a human has a max. augmented reaction of 9, right. so, if i have a human whose natural rea is 6, there would be no reason to give him move by wire 3 (exept for ip). and furthermore, it would be a horrible waste of money to implant an additional reaction enhancer because the maximum reaction a human can achieve - EVER and no matter what... is 9.

right?

this sucks. smile.gif

Well you can get Genetic Optimisation (Reaction) as well as Exceptional Attribute (Reaction) and Metegenetic Improvement (Reaction), the last one ofcource requiers you to take class 2 SURGE so your not technically a human anymore but a changeling. But even taking just the first 2 raises the augmentet maximum to 12.
10gauge
genetic optimization (rea) + exeptional atrribute (rea) would give a total of +2 and would raise the maximum to 11 - as far as i understand the rules. metagenic improvement (rea) would give an additional +1 and would raise the maximum to a total of 12. ok, thats not bad. smile.gif

house rules are also a good idea. the delta ware thing sounds quite good but how often are runners able to grab a piece of delta ware...! this house rule would be an alibi to NOT let my players exeed their augmented maximum. smile.gif risking an addiction and overstress are very good ideas IMO.

i do like the baseball posting by caadium. its a good and realistic explanation for natural maximums. but on the other hand i have to say that shadowrun does not harmonize with realism very well. wink.gif
Draco18s
QUOTE (10gauge @ May 23 2010, 08:04 PM) *
genetic optimization (rea) + exeptional atrribute (rea) would give a total of +2 and would raise the maximum to 11 - as far as i understand the rules.


6 + 2 = 8

8 * 1.5 = 12
Yerameyahu
You could read it to say that Genetic Optimization actually says 'raises natural and augmented max by 1'. So, it'd be 11.5. Exceptional Attrib and Metagenic Imp. both talk about just the natural max, so they're assumed to act normally (1.5)

I wouldn't do that with Gen Opt, and it doesn't matter very much anyway.
Draco18s
QUOTE (Yerameyahu @ May 23 2010, 08:23 PM) *
You could read it to say that Genetic Optimization actually says 'raises natural and augmented max by 1'. So, it'd be 11.5.


Doesn't the half round up anyway? But yes, I did miss "raise augmented max by 1."

Arguably though, it could mean an additional 1 above the "0.5" that raising natural attribute would give (so a 12.5).
Yerameyahu
Haha! That's certainly one interpretation, hehe. I feel like they're all meant to be the normal 1.5, of course.
Draco18s
QUOTE (Yerameyahu @ May 24 2010, 11:24 AM) *
Haha! That's certainly one interpretation, hehe. I feel like they're all meant to be the normal 1.5, of course.


I suspect that it is the same as the others, but the "raises augmented max" was included as a clarifier that if you have a 7 natural stat (instead of a 6) your augmented maximum also went up by one (due to rounding).
Mäx
QUOTE (Draco18s @ May 24 2010, 05:11 PM) *
Doesn't the half round up anyway? But yes, I did miss "raise augmented max by 1."

I'm pretty sure that augmented maximums aren't rounded at al, so while technically 1,5*7 = 10,5 you can only raise that to 10 as you cant get a half point of a stat/skill.
Stahlseele
Which is rounding DOWN. Not UP.
In SR3, 10.5 meant you rounded up to 11.
In SR4, 10.5 means you round down to 10.
Mäx
QUOTE (Stahlseele @ May 25 2010, 03:06 PM) *
Which is rounding DOWN. Not UP.

well technically no, your augmented maximum is 10,5 you just can only get full point of atributes.
No where in the rules does it say anythink about rounding(IIRC), becouse its not necessary.
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