QUOTE (m-logik @ Sep 13 2013, 11:22 PM)

I'll be beginning a sr4a campaign in the near future and I was hoping for clarification on a few rules. Help me, dumpshock rules gurus.
1. (a) The binding/registering rules allow a maximum = CHA. If a character bumps their CHA up with a drug (let's say novacoke), does that increase this limit?
(b) If so, does the character lose additional bound spirits/registered sprites when the drug's effects end? And in the case of novacoke or red mesc, would the character also lose all but one of them from the hangover penalty?
(a) yes.
(b) yes.
Drugs are bad for you, mmmkay? But if you need that extra boost RIGHT THIS FREAKING MINUTE, they work.
But when dealing with skills and powers that take time (binding stuff,) that doesn't tend to help much.
QUOTE
2. Can drones or inanimate objects benefit from a magician's counterspelling? I don't see any rule that explicitly allows or disallows it, but the corebook refers to 'characters' being protected.
I'd allow it, personally.
QUOTE
3. Can an astrally projecting magician counter a spell cast on the physical plane?
That... Is a very good question. All spells have a mana presence, even the ones that are conjuring a physical effect. But at the same time, being projected is supposed to mean you can't affect the physical.
I'd split the difference and only allow it if the projecting magician is desperate enough to spend a point of Edge to do it. Or maybe make a positive quality that allows it.
QUOTE
4. What is a fair object resistance for a drone? The table in the sr4a errata just says 5+, which leaves a lot of room for fiat.
Simple rule of thumb, if you want to work with the +, is 5 + (BOD-1). But that means that huge drones will be practically impossible to affect, and they should be POSSIBLE... Just not easy.
How about 5+((BOD-5)/5) rounded up? Big drones and vehicles would be harder to affect than, say, your average Steel Lynx, but they wouldn't go impossible very quickly.
QUOTE
5. The shapechange spell. Does the target or caster choose the animal that's transformed into? If the caster chooses, would the target be considered willing if she says she'll change someone into a wolf, but intends to change them into rabbit? Does cyberware count as equipment for the purpose of determining what gets transformed? If so, is a character with bone-lacing completely screwed if they're stupid enough to let themselves be transformed? Is a non-sapient creature capable of being a willing target? If she transforms a wolf into a chihuahua, disguises it as a simsense starlet's pet, and then stops sustaining the spell while said starlet is carrying it in her purse, wouldn't that be hilarious? You don't have to answer that last one.
Caster chooses. I would say the target would be treated as unwilling as they'd realize they were shrinking instead of growing and start mentally resisting the spell. If it was paid for in Essence, it transforms along with the character; they don't get to benefit from it whilst transformed, but it doesn't pop out or anything. A non-sapient creature probably would not be a willing target unless they were unconscious. And it would be extremely hilarious.
QUOTE
6. Our game will be set in Las Vegas, so I let one of my characters take a moderate gambling addiction. I'm leaning toward an addiction test threshold of 2. Does this sound reasonable? What kind of withdrawal penalties would be appropriate here? And what happens if he hits the burnout stage? I've got some ideas, but I'm fishing for better ones.
Threshold of 2 sounds good. I'd say the withdrawal penalties should be waived - instead, he gambles at every opportunity over the Matrix. Figure out some dice you like that are weighted against him but still have a chance to come up in his favor and have him compulsively gamble like, 1% of his liquid assets every day. If he loses, he loses the money; if he glitches, he doubles down on his daily bet. If he critically glitches at any point, he gambles until he either has more money than he started with, or he's broke, whichever comes first.
Also, I'd suggest calling this one a 10-pt Poor Self Control (Compulsive behavior) negative quality than an addiction, per se. The Addiction negaquality was meant to model chemically disastrous substances, not behavioral addictions
QUOTE
That's it for specific questions. I've got six players, which is the largest group we've ever had at our table, and two of them are completely new to Shadowrun. The others are familiar with the basics, but have never really thrived in the setting (all veterans of That Other Game, they want to loot everything that isn't actively trying to kill them). I'm worried about slow gameplay, and frequent pauses to go over rules, explain modifiers, etc. Any advice for maintaining a good flow at the table would be appreciated.
Resist the urge to slam them hard at every opportunity; lootin' is good money if you know what you're doing, especially if they feel you aren't giving them enough money from Mr. Johnson. Just remind them that what they looted from who matters; nobody with the wherewithal to track the guns and armored jackets they took off some dead gangers through the black market supply line is going to give a good goddamn, but if they try to fence something extra they picked up on the way out of a Renraku Zero Zone, all the fucks will be given.