Wiseman
Jul 20 2006, 06:01 PM
as for Extra passes in VR.
Cold sim
Gains an extra initiative pass (two total). an extra more than what? Its definitely not an extra more than all the passes you got for WR or the "adjusted/bonuses" from any cyber/spell/bio or else VR would allow you to use them too.
An extra more than the 1 you get for AR (two total)
Wiseman
Jul 20 2006, 07:24 PM
QUOTE (hobgoblin @ Jul 20 2006, 02:07 PM) |
WR? |
Wired Reflexes.
I'm just saying if the word EXTRA implies more than was before than...
What was before? (well 1 EXTRA with a total of two means I had 1 to begin with).
IF WR stacked with AR than they would either not say EXTRA (since that would imply it stacked with AR), or they would just say (two total, completely differentiating AR from VR). T
They wouldn't say "granting an EXTRA initiative pass (two total)"
Now they don't clarify what the EXTRA is adding to true, but the paragraph follows directly after AR initiative (and they don't list any IPs under the AR part, assumption/default is 1)
So either its extra than meat-body speeds (aka 1) or its extra than meat-body speeds + WR bonus initiative passes (but then it wouldn't say Total Two).
See where I'm getting all this "Implied" Stuff.
Wheres the stuff implying AR is faster or Implying AR and WR stack?
Show me where AR actions are physcial actions even (other than observing, and not in detail).
I.E. you can walk along and shop in AR, seeing all the price tags at physical actions, buying something you'd have to confirm payment for would take an AR (Matrix) action (And 1 Pass and giving up any left-over/extra passes from Wired Reflexes).
All AR lets you do is split that 1 IP into actions. if you want to do something in the matrix and the physical in one combat turn, your limited to simple actions in both.
According to the rules for switching initiative, unless you took that AR action last, you wouldn't "Gain" IP's from wired reflexes until [edit] next turn, and would lose any WR's IP's once you took an AR action (matrix action).
Man I promise guys i'm not making this up. Its right in the book. The only part NOT in the book is a nice clean line saying "No using WR IP's for AR". But everything, and i mean everything i've found (including using the "normal" initiative as written, and notice that initiative as referenced on the page doesn't include anything more than 1 pass and intuition + reaction, multiple passes have their own section that specifically states what happens when switching between physical and other.) implies that its AR 1IP, CVR 2 IP, HVR 3 IP, and Techno overclocking 4 IP
IF you want a game with AR being the fastest. Take out VR completely and balance is restored.
But you can't have the cake and eat it to.
Also I'm STILL waiting on the explanation of how any user operating at safe speeds and thus immune to biofeedback is faster then a guy who intentionally exposed himself to such risk for speed. And thats exactly what hot sim says they did, took more risk for more speed.
I can't hack you as fast on dial-up (even if i'm the world's fastest computer user) if you have a cable modem or better yet a T1.
hell ask any online gamer.
Samaels Ghost
Jul 20 2006, 10:39 PM
I do want to continue this but I think it should eb moved to a different thread. I'll create one and include a poll so that everyone who doesn't want to post can still give their opinions. Let's leave booklord's thread alone unless we're talking about his houserules with him.
Kremlin KOA
Jul 21 2006, 04:55 PM
just a minor point
Smartgunlinks utilize AR technology
Wiseman
Jul 21 2006, 05:08 PM
QUOTE |
just a minor point Smartgunlinks utilize AR technology |
perceiving AR and observing in detail are different. simply seeing AR perephials and manipulating are different. One is a free action and the other two are simple or complex Matrix actions
Also this thread has moved with a voting table. Please vote