sabs
Sep 13 2010, 09:24 PM
QUOTE (Neurosis @ Sep 13 2010, 10:20 PM)

But Improved Reflexes (Adept Power) says that it "cannot be combined with technological or other magical increases to Initiative" which certainly doesn't cover combat drugs. Likewise the drugs themselves don't say anywhere that they don't stack with anything.
So as far as I can tell the example I listed "happens" to be totally legal according to RAW.
But "You can't cast Increase Reflexes on someone with Wired Reflexes" is a totally new one on me and one I will have to think about.
SR4A Page 342, last sentence in the wired reflexes description
QUOTE
Wired reflexes cannot be combined with any other form of Initiative enhancement,
except Reaction Enhancers.
That pretty much rules out Drugs, Spells, or Powers.
But having read The Improved Reflexes, and then looked at the drugs.
It might be legit. It depends wether you cound a Drug as a Technological enhancement. You are using technology, in this case, chemistry, to create the drug.
Brazilian_Shinobi
Sep 13 2010, 09:31 PM
As far as me and my group has been doing, drugs that grant extra IP stack with adept power, spells and augmentations that grant extra IP.
Smokeskin
Sep 13 2010, 09:34 PM
QUOTE (Neurosis @ Sep 13 2010, 11:20 PM)

But Improved Reflexes (Adept Power) says that it "cannot be combined with technological or other magical increases to Initiative" which certainly doesn't cover combat drugs. Likewise the drugs themselves don't say anywhere that they don't stack with anything.
Hmm, I'd say that combat drugs are technological.
Myrgan
Sep 13 2010, 09:42 PM
Similar applies to Synaptic Booster (SR4A, pg. 347):
QUOTE
The synaptic booster cannot be combined with any other form of Initiative enhancement.
But there is no specific rule that says IPs generally never stack, so the "Increase Reflexes" adept power + drugs is legitimate, as is stacking drugs.
Edit: this was a reply to sabs, I just took to long to post, cuz I was looking things up. I think if Catalyst had meant drugs to be counted as "technological", they would have given Increase Reflexes the same "cannot be combined with any other form of Initiative enhancement" as the -ware.
Nifft
Sep 13 2010, 09:44 PM
QUOTE (Neurosis @ Sep 13 2010, 04:20 PM)

But Improved Reflexes (Adept Power) says that it "cannot be combined with technological or other magical increases to Initiative" which certainly doesn't cover combat drugs. Likewise the drugs themselves don't say anywhere that they don't stack with anything.
So as far as I can tell the example I listed "happens" to be totally legal according to RAW.
But "You can't cast Increase Reflexes on someone with Wired Reflexes" is a totally new one on me and one I will have to think about.
Wired Reflexes prohibits stacking with other sources of initiative enhancement.
However, amusingly enough, it seems that the spell doesn't have that wording. So (by the RAW) you
can stack drugs with the spell. IMHO this is not the intent of the rules -- the description for Cram even says "Characters may decide to use cram if they cannot afford cyberware or bioware", which to me indicates it's meant to be obsoleted by 'ware.
IMHO the intent of the rules is that IP bonuses don't stack. For everything else, I guess they count on augmented maximums to keep things vaguely balanced.
Ascalaphus
Sep 13 2010, 10:04 PM
The descriptions of those various augmentations are annoyingly ambiguous. It looks a lot like they were all intended to work the same, but they used subtly different wordings.
IIRC, the spell didn't grant additional Reaction though, which does make it different from the other enhancement methods (which tend to couple IP and Reaction increases).
Neurosis
Sep 13 2010, 10:18 PM
QUOTE (Ascalaphus @ Sep 13 2010, 05:04 PM)

The descriptions of those various augmentations are annoyingly ambiguous. It looks a lot like they were all intended to work the same, but they used subtly different wordings.
IIRC, the spell didn't grant additional Reaction though, which does make it different from the other enhancement methods (which tend to couple IP and Reaction increases).
I may have named the wrong spell, I meant the one that grants extra IPs.
Whipstitch
Sep 13 2010, 10:34 PM
QUOTE (Yerameyahu @ Sep 13 2010, 02:39 PM)

Most of the drugs *are* powerfully addictive. The ones you'd want for combat, anyway.
Stimulants are only a threshold 2 to avoid addiction, and presumably that's the likely category for most combat drugs. Only Novacoke (and presumably Nitro which includes novacoke) are singled out as being highly addictive within in its description. Jazz is historically also fairly bad, but only if you go by previous edition fluff. Cram, Snuff, Kamikaze, NoPaint and Woad shouldn't be hooking people in one go, and frankly I'd argue that even Betameth probably isn't -that- addictive. Methamphetamine is crazy addictive, sure, but it's not quite up there with heroin, although I would term it a threshold 3. And frankly, people should keep in mind that what makes many drugs "powerfully addictive" isn't how quickly you develop a dependency but how tough the dependency is to shake once it has set in.
Sephiroth
Sep 13 2010, 11:09 PM
Don't want to lose Essence to Immortal Flower?
Bear shapeshifters equipped with K-10 and power foci.
Just saying.
Ascalaphus
Sep 13 2010, 11:21 PM
QUOTE (Neurosis @ Sep 14 2010, 12:18 AM)

I may have named the wrong spell, I meant the one that grants extra IPs.
Yes, Increase Reflexes. It grants +(1-3) IPs and +(1-3) to Initiative. But most of the other ways of gaining IPs achieve the bonus to Initiative by increasing Reaction. So the spell is quite different.
InfidelZombie
Sep 14 2010, 01:33 AM
Well all of these are very valid points, but even then they don't completely rule out the viability of combat drugs to me. If a mage wants to be able to cast more than one spell a combat phase he'll either have to use one of those phases to cast the spell to increase his initiative passes, or he can use a free or simple action to apply the drug, either letting him also cast a spell that pass, or at least perform another simple action. I agree that for a wired character they might not be all that useful, but for pretty much any other character I still and probably always will see them as a viable option. Even with their setbacks. And while the stun damage can be nasty, especially for a spellslinger, that's what Jazz is for.
Yerameyahu
Sep 14 2010, 02:13 AM
The fluff for Jazz has always been that it's horrific, though.
InfidelZombie
Sep 14 2010, 02:19 AM
True as that may be, they really dumbed it down for 4th ed, making it viable for any character to use.
Tyro
Sep 14 2010, 02:40 AM
I generally allow any stat boosts to stack EXCEPT for IP enhancements, which never stack.
Most of my characters have a Mild (or in one case Moderate) addiction to SOMETHING. If they don't start with IP-boosting 'Ware, it's usually Cram; if not, it's generally Betameth, Psyche, or the like, depending on their role. Occasionally I'll give someone two addictions, but not often. I make sure to have decent (3 minimum, usually 4+) willpower and body on anyone with an addiction.
Also, you can always pay someone to magically detox you or alleviate your cravings if you bomb too many rolls.
Whipstitch
Sep 14 2010, 05:20 AM
QUOTE (InfidelZombie @ Sep 13 2010, 09:19 PM)

True as that may be, they really dumbed it down for 4th ed, making it viable for any character to use.
Yeah, roleplaying Jazz as a terrible drug requires you to rely upon information which simply isn't presented in the current edition. At my table "Jazz has always been terrible" turned into "Until recently Jazz was terrible" and eventually evolved into "Wait, Jazz sounds like it was worse than Kamikaze back then. What was the point?".
Neurosis
Sep 14 2010, 05:23 AM
QUOTE (InfidelZombie @ Sep 13 2010, 09:33 PM)

Well all of these are very valid points, but even then they don't completely rule out the viability of combat drugs to me. If a mage wants to be able to cast more than one spell a combat phase he'll either have to use one of those phases to cast the spell to increase his initiative passes, or he can use a free or simple action to apply the drug, either letting him also cast a spell that pass, or at least perform another simple action. I agree that for a wired character they might not be all that useful, but for pretty much any other character I still and probably always will see them as a viable option. Even with their setbacks. And while the stun damage can be nasty, especially for a spellslinger, that's what Jazz is for.
Why doesn't he just have Increase Initiative SUSTAINED on a SUSTAINING FOCUS?
Based on fluff going back to Stim Patches in 1st Edition, I got the impression that drugs would be really, really bad for your Magic rating. (Yes I was the guy just talking about the drug adept.)
Tyro
Sep 14 2010, 05:25 AM
I like putting a dose of Nitro in a hollow tooth for the pain resistance. Very handy when you need to run like hell and can't afford a huge penalty to your Athletics tests.
InfidelZombie
Sep 14 2010, 12:41 PM
QUOTE
Why doesn't he just have Increase Initiative SUSTAINED on a SUSTAINING FOCUS?
Because saying that is detrimental to my argument
But on a more serious note becuase I had over looked that and the mage would be required to have the spell. And while that shouldn't be much of a problem, a starting character might forego it for the time being in favour of something else.
Neurosis
Sep 14 2010, 03:31 PM
I love combat drugs and they are currently part of both the game I'm PCing and the game I'm GMing. But I would not recommend a mage who is supposed to be 'optimized' ('optimized' being the ideal state between inefficient and powergamed) choosing not to have a sustaining focus with Increase Initiative sustained on it.
jakephillips
Sep 14 2010, 05:15 PM
QUOTE (Neurosis @ Sep 14 2010, 10:31 AM)

I love combat drugs and they are currently part of both the game I'm PCing and the game I'm GMing. But I would not recommend a mage who is supposed to be 'optimized' ('optimized' being the ideal state between inefficient and powergamed) choosing not to have a sustaining focus with Increase Initiative sustained on it.
The mages in my game run with a sustaining focus with increased reflexes cast into it.
Neraph
Sep 14 2010, 05:30 PM
QUOTE (Neurosis @ Sep 14 2010, 09:31 AM)

('optimized' being the ideal state between inefficient and powergamed)
I like this theory, although exact definitions will vary. For one game in which PR-5s are the basics, an optomized PC would be a powergamed one in a game of PR-2s. But yes, I like that theoretical definition.
Paul Kauphart
Sep 14 2010, 06:34 PM
QUOTE (Myrgan @ Sep 13 2010, 10:42 PM)

But there is no specific rule that says IPs generally never stack, so the "Increase Reflexes" adept power + drugs is legitimate, as is stacking drugs.
So adept improved reflexes III and K-10 stacks to give you 7 IP ?
sabs
Sep 14 2010, 06:45 PM
QUOTE (Paul Kauphart @ Sep 14 2010, 06:34 PM)

So adept improved reflexes III and K-10 stacks to give you 7 IP ?
Technically it would only give you 5IP max. (See the rules on IP that say that 5IP is the max)
Yerameyahu
Sep 14 2010, 08:10 PM
As far as I'm concerned, 4 IP is the meat-max; the current edition is a little vague on that limit, though.
sabs
Sep 14 2010, 08:14 PM
QUOTE (Yerameyahu @ Sep 14 2010, 08:10 PM)

As far as I'm concerned, 4 IP is the meat-max; the current edition is a little vague on that limit, though.

A little?
It specifically says: Limit is 5, but most people will only ever get to 4

Stupid Catalyst
Paul Kauphart
Sep 14 2010, 08:30 PM
Well, I thought 4 was the maximum, with one exeption somewhere that could get you to 5 (though I don't remember where that 5 limit is written)
Yerameyahu
Sep 14 2010, 08:39 PM
Okay, yes: *incredibly vague*.

You can definitely get 5 Matrix IPs, but even then only with one or two specific things.
sabs
Sep 14 2010, 08:39 PM
QUOTE (Paul Kauphart @ Sep 14 2010, 08:30 PM)

Well, I thought 4 was the maximum, with one exeption somewhere that could get you to 5 (though I don't remember where that 5 limit is written)
You used to be correct.
But in 4a they changed the wording to this:
Page 68 SR4a
QUOTE
Some implants and magic may give a character extra actions to
take in each Combat Turn. These are noted as extra Initiative Passes
on the character’s record sheet. The maximum number of Initiative
Passes a character can have is 5, but most character types can only ever
achieve 4.
stupid Catalyst
Brazilian_Shinobi
Sep 15 2010, 12:12 AM
QUOTE (sabs @ Sep 14 2010, 05:39 PM)

You used to be correct.
But in 4a they changed the wording to this:
Page 68 SR4a
stupid Catalyst
Oh my god. This means my Jaguar shapeshifter can get to 5 IP's using Jazz or Cram? Gotta have to raise my BOD and WILL stats ASAP
sabs
Sep 15 2010, 01:40 AM
QUOTE (Brazilian_Shinobi @ Sep 15 2010, 01:12 AM)

Oh my god. This means my Jaguar shapeshifter can get to 5 IP's using Jazz or Cram? Gotta have to raise my BOD and WILL stats ASAP

Technically yes

Depending on what power your Jaguar is using before jazz/cram.
Move by Wire and Wired Reflexes both say nothing stacks with them (except reaction enhancers)
Synaptic boosters say they don't stack with anything at all.
Improved Reflexes say it doesn't stack with any magical or technological IP boosters.
Increased Reflexes is interesting
QUOTE
A character can only be affected by a single Increase Reflexes spell
at a time; the maximum IPs any character can have is 4.
Stupid Catalyst.
Sephiroth
Sep 15 2010, 03:24 AM
QUOTE (sabs @ Sep 14 2010, 08:39 PM)

You used to be correct.
But in 4a they changed the wording to this:
Page 68 SR4a
stupid Catalyst
How does that override what is written in Unwired? To my knowledge, the Advanced Overclocking description is the
only place in all the SR4 books where an exception is specifically made to the 4 IP rule -
QUOTE
"...this grants the technomancer an IP of 5; this is an exception to the rule that normally limits IPs to 4."
.
Straight from my hardcopy of Unwired, pg 147.
So 4A says that a few characters can now reach 5 IPs. That doesn't mean that a non-technomancer can get 5 IP's, it's just mentioning the single exception given to the 4 IP rule, which applies only to technomancers with Advanced Overclocking.
sabs
Sep 15 2010, 03:31 AM
QUOTE (Sephiroth @ Sep 15 2010, 04:24 AM)

How does that override what is written in Unwired? To my knowledge, the Advanced Overclocking description is the only place in all the SR4 books where an exception is specifically made to the 4 IP rule -
.
Straight from my hardcopy of Unwired, pg 147.
So 4A says that a few characters can now reach 5 IPs. That doesn't mean that a non-technomancer can get 5 IP's, it's just mentioning the single exception given to the 4 IP rule, which applies only to technomancers with Advanced Overclocking.
And Hacker with the right implants.
And it over-rides it because it's printed well after Unwired, and it doesn't say.. max 4 except for 5 in vr. it says max is 5.
If that's what they meant it really needs to be re-written.
What the book says is: Max IP is 5.
Not Max Matrix IP is 5 and Physical IP is 4.
Mmm, that's a good candidate for the broken rules thread.
Neurosis
Sep 15 2010, 03:31 AM
QUOTE (Paul Kauphart @ Sep 14 2010, 02:34 PM)

So adept improved reflexes III and K-10 stacks to give you 7 IP ?
Um afaik the max is still 4?
Sephiroth
Sep 15 2010, 03:48 AM
QUOTE (sabs @ Sep 15 2010, 03:31 AM)

And Hacker with the right implants.
And it over-rides it because it's printed well after Unwired, and it doesn't say.. max 4 except for 5 in vr. it says max is 5.
If that's what they meant it really needs to be re-written.
What the book says is: Max IP is 5.
Not Max Matrix IP is 5 and Physical IP is 4.
Mmm, that's a good candidate for the broken rules thread.
What the book also says is that most character types can only ever achieve 4. Since the only exception to the 4 IP rule mentioned in the books relates to the Matrix, it's not a far leap at all to say that technomancers and maybe hackers are the only character types capable of reaching 5, with the others ("most character types" by definition) capped at 4. So barring some crazy unidentified magic or something (although, as hinted by Vasdenjas in the Earthdawn Dragons book, 5+ IP's might be possible with draconic ritual sorcery), you cannot have a Matrix-incompetent character with 5 IP's, and you
certainly cannot do something like
this (regarding the silliness of 7 IP or more).
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