These are mostly just pain points in the existing ruleset. If SR3R can address many of these, that would be fantastic. I haven't read the sr3r.net forum contents to understand what discussions have led to the decisions made so far.
Mechanics:
Many SR3 mechanics specify that a TN is "reduced by half, round down" (for example Ultrasound Vision). This needs clarification because it is needlessly ambiguous:
- "reduced by (half, round down)": 5 - (half of 5, round down) = 5 - 2 = 3
- "reduced by half. Then round down": 5 - (half of 5) = 2.5; then round down = 2
"reduced TO half, round UP" would be a much clearer way of arriving at the same result as the official calculation.
For alphaware, "reduce the Essence Cost of the cyberware by 20 percent (round up)" to what? (SR3.297)
Defaulting to Attribute causes TN +4. Open Tests have no TN. Clarify that Defaulting to Attribute on an Open Test reduces the value of all rolled dice by 4.
Until every piece of armour is tabulated against hit locations, remove any references to hit locations (mm.35) or Called Shots to hit them (SR3.114, cc.85).
Flechette ammunition (SR3.116) refers to frangible (
http://forums.dumpshock.com/index.php?showtopic=2661 ).
Wards can be placed on vehicles (SR3.174). Vehicles can enter other vehicles. Wards can collide. What happens? (
http://forums.dumpshock.com/index.php?showtopic=35879 http://forums.dumpshock.com/index.php?show...765#entry544765 ) What if a Lodge is set up inside a van and that van then drives down the freeway (heedless to any City spirits in the way) or into a warded warehouse / ferry (
http://forums.dumpshock.com/index.php?show...38#entry1002681 )? Why not Ward bullets? (
http://forums.dumpshock.com/index.php?show...t&p=1046516 ).
I would like to propose merging the Warding Ritual into Ritual Sorcery. The "Slow Death" spell (T:AL) provides precedent for self-sustaining semi-permanent spells (halfway between Sustained and Permanent) like traditional Wards are. The Quickening metamagic can be used to pay Karma to make the Ward enduring, just like traditional Wards.
Ways of mitigating Fatigue penalties are provided by:
- Sleep Regulator bioware (MM.074); 3h sleep / day; 48h of wakefulness before TNs apply; 0.3 Bio index
- Glucagon bioware (SotA64.28); double times when dealing with fatigue; 0.3 Bio index
- Sustenance adept power (SotA63.68); 3h sleep and 1 meal/day; 0.25 PP
- Long Haul (M&M.120); 4 days of wakefulness before TNs apply; then 8d6 hours sleep or +6 TNs; 500¥
and CC.79 makes reference to sleep deprivation after 12 hours of activity. At the polar caps, characters get "appropriate target number modifiers for lack of sleep and exhaustion." (TWL.122) However, Fatigue rules do not exist (well, there are fatigue rules on SRC.47 that cover how long you can sprint before getting winded, but that isn't really the same thing). The closest the rules come to this is on MitS.111 where a magician spends days awake in an extended Summoning ritual. Fatigue here is applied by making a daily Willpower test against the TN of the task + the cumulative number of days, dealing 1 Light Stun each failure; this damage does not begin to heal until the character gets proper rest. For mitigating fatigue TNs to be meaningful, there must be some fatigue TNs in the first place. Perhaps SR3R can add some.
Attributes:
DNQ (Critters.27) have animal level intellect which is "3/3" and Animals (Critters.19) are at a similar value. 3 is average Human Intelligence (SR3.41). This seems wonky.
"Magic is the only Attribute that can have a value of 0" (SR3.56). "Those with no Magic Rating have no magical capabilities". "A character who cannot use magic has no Magic Rating." (SR3.41) "Those with no magical ability (a Magic Attribute of 0) are known as mundanes by the magical." (SR3.42) Despite this, Nerve Strike (MitS.150), Decrease Attribute (SR3.193), drugs (M&M.119), and the Pain Editor (M&M.73) take an Attribute to zero. "Care must be taken to distinguish between natural, unmodified Attribute Ratings and those augmented by cyberware and magic." (SR3.41) "Any changes to these Attributes from spells or cyberware will result in ratings known as augmented Attributes. Augmented Attribute Ratings are noted in parentheses after the natural Attribute Rating." (SR3.56) "Because bioware is created to match the user's physiology, any Attribute bonuses conferred by bioware are treated as natural and unaugmented. In other words, they count as changes to the character's base Attributes." (M&M.77) "Note that the Attribute increases a physical adept receives [...] are treated as natural, not augmented, ratings." (SR3.41) So what's the difference between having a Natural, Unaugmented Attribute at zero versus having an Augmented Attribute at zero? SRC.34 versus SR3.193 are "insane, mindless beast" versus "stands about mindlessly". Fix this.
Pools:
"Some pools" (SR3.43) limit the number of dice to the Skill rating. Those Pools which do, explicitly state that they do (Combat Pool, Astral Combat Pool, Control Pool, Hacking Pool). Those Pools which do not, do not (Task Pool, IVIS Pool, Astral Pool, Adaptation Pool, Ritual). For example, an Intelligence 1 Grade 5 Initiate would roll 6 dice for Astral Perception. A Ritual Leader who has donated their entire Sorcery Skill to the Ritual Pool orchestrates casting of a spell with perhaps 20 Pool dice and 0 Skill. Tabulate which Pools "some Pools" refers to as a quick lookup point of reference.
Elemental Manipulations have higher Drain codes than Combat spells. This is offset by the fact that Elemental Manipulations are cast using Ranged Combat rules (SR3.182, 183, 196) using COMBAT POOL and then their Drain is staged with Willpower and SPELL POOL as normal. "A player can only use Combat Pool dice to augment or resist magic-related tests in the case of elemental manipulation spells." (SR3.44) "Unlike combat spells, these spells are treated like normal ranged attacks (SR3.109) using Sorcery as the Ranged Combat Skill." (SR3.196, SR3.183) "The attacker makes his or her Success Test using the appropriate Combat Skill, modified by dice from the character's Combat Pool." (SR3.109) "Spell Pool dice may be added as normal." (SR3.183) Elemental Manipulation attacks are therefore able to benefit from Enhance Aim (MitS.141). Using Combat pool for casting spells seems to be obscure / unfamiliar to a number of experienced players / GMs, so I think p44's sentence "Combat Pool dice TO AUGMENT or resist magic-related tests" needs to be emphasised somehow, or an example scenario be provided which uses this. Can a magician make a Called Shot with an Elemental Manipulation? Even if, for example, "Magicians cannot use magic to target individual portions of a vehicle." (SR3.150)?
Powers:
Please rename either Manifest or Materialise. Nubs keep thinking that if the first two letters are the same, the Power must be the same, and it's arduous clarifying the difference. Is psychic manifestation *selective* such that a Watcher can Manifest at the location of an Invisible opponent and keep pace with it (not through Wards, of course) such that the summoner's team can see the Watcher but the opponents *cannot*?
Materialisation is a Physical Power (SR3.264). Physical Powers are only available to beings who are already present on the Physical plane (SR3.262). Please change Materialisation to be a Mana Power so that it becomes possible to use this Power.
Concealment hinders what tests? Primary five senses (Touch, etc.)? Sensor Tests? Ultrasonic echolocation? Radar? Sonar? Astral Perception? Clairvoyance, etc.? How do Concealment + Invisibility spell + Stealth spell + Stealth skill + Ruthenium used simultaneously interact?
Elemental Strike adds Secondary Elemental Effects to an adept's strikes. These spells are Physical and cannot be Mana based. Adepts can Astrally Project (through Limited Astral Projection Power, Alchera, Altyerre (TAL.109), being a Shapeshifter adept forced through a barrier, etc. etc.) and "Adept powers function normally while the adept is projecting." (SotA64.63) What effect does Fire, Blast, Lightning, et al have on purely astral forms?
Spirits + Conjuring:
MitS does not specify an Ally Spirit's attack damage code although the Ally tracking sheet (MitS.172) has a space to record this value.
Ally creation specifies costs for Active skills and Knowledge skills. "Language Skills are neither Active nor Knowledge Skills, but a little bit of both." (SR3.91). How does an Ally spirit (for that matter, how does ANY spirit) communicate with metahumanity, and is this means as creepily as unnatural as Dragonspeech telepathy (SR3.268, DotSW.178)?
Aspected Conjurors "cannot use Sorcery" (SR3.160) however "an ally has the Sorcery Skill at a rating equal to its creator's" (MitS.109). No exception is made for allies of Aspected Conjurors: indeed, "Free allies always have this power." (MitS.118). "Even characters who cannot cast spells (like adepts)" (SR3.174) can learn Sorcery for the purpose of Astral Combat and Aspected Conjurors can certainly engage in Astral Combat. Make it explicit that Aspected Conjurors can learn Sorcery but not use it except for Astral Combat and to pass on to Ally spirits.
Aspected Conjurors get 35 Spell Points but cannot learn spells. They should be encouraged to spend these Spell Points on Initiation (SRC.15) in a way that's a lot more visible than that.
A decker decking or a rigger rigging is hindered from using their physical body's senses due to the RAS Override. But how about using the Sense Link Power of their Ally Spirit? Astral Projection is obviously hazardous, but what about Astral Perception -- especially for permanently Dual Natured deckers/riggers?
Nerf Watcher Attack Pack (MitS.100):
- Watchers only get a Mental / Stun track
- Watchers only get a number of Boxes on it equal to their Force before they disperse
Nerf Friends in Mêlée (SR3.122):
- official: grant TN+1-4 to the side with more allies and TN-1-4 to the side with fewer allies
- proposal: decide which contestants participate as an Aggregate / Gestalt / Swarm against an opponent within Reach of every participant. An Aggregate acts with the lowest Initiative of its members. An Aggregate has a Reaction equal to the number of its members. An Aggregate uses its Reaction for attacks. Damage Power, Level and Reach are each (individually) the minimum (respectively) of the Aggregate's participants. An Aggregate can incorporate or shed (any number of) members as a Complex Action. Aggregates cannot Dodge or use Pools - they use their Reaction to Stage down incoming damage and every participant receives the staged Wound. Combatants not in mêlée with the Aggregate interact with its participants normally without regard to aggregation.
This way, a vertical grid of a hundred Devil Rats is an Aggregate that rolls once, 100 dice (don't be the slowest runner!) but at least when it comes to Astral FiM, the magician picks between spending 20 minutes rolling each pathetic pipsqueak (Watchers will get smashed with retaliation) or just rolling once, but effectively.
When a guard dog, or a Dragon, or an Elemental use Reaction for their attacks, is this Defaulting to Attribute with a +4 TN? "Most materialised spirits are also capable of physically attacking (using their Reaction)." "Reaction: used for physical attacks by the being." (SR3.265). "All the rules for Combat Pool for characters apply to dragons and spirits as well" (SR3.266). "Critters can use a number of Combat Pool dice equal to their Reaction for attacks." (Critters.5). The availability of Pool dice while making tests with raw Reaction suggests Critter combat is not considered to be Defaulting to Attribute (SR3.85) so should no Defaulting Penalty be imposed?
Is Astral Perception a magical activity compatible with Exclusive Actions? For example, Astrally Perceiving to target an Exclusive spell? Astral Pool (MitS.58) can help with spellcasting Drain; how about summoning Drain (since Conjuring is Exclusive: SR3.162, 189) unless the conjurer is permanently Dual Natured? The "Condition Geas" (MitS.32) requiring Astral Perception for all magical activity might prohibit all Conjuring if Astral Perception is considered a magical activity. Centring (MitS.73) requires Astral Perception and explicitly explains that it does not interfere with Exclusive actions such as casting Exclusive spells or Conjuration; does this set a precedent for Astral Perception or suggest that Astral Perception is usually incompatible with Exclusive actions?
Elementals can sustain spells of any Force for (elemental's Force) days (SR3.187); is this desirable? Should the spell's Force factor into the service? Perhaps they should sustain spells for (elemental Force x2 - spell Force) days to address F1 elementals sustaining F8 spells.
The Invoking metamagic (MitS.75) poses some confusion when it comes to shamans specifically due to Domains:
- nature spirits (including spirits of the elements) "can cross domain lines", allowing them to extend their influence by moving into non-contiguous regions of their domain (for example, a Hearth spirit can Search a block of flats, then cross the street (City domain) and Search the houses on the other side; a Forest spirit could Conceal itself and pursue a target out of the woods (Wind domain), across a stream (River domain) and back into the woods (Forest domain), re-engaging its Concealment power once back in its own domain)
- it is therefore useful to summon one and bring it along in astral form as a bodyguard during astral projection (SR3.189) where you are very likely to transit through multiple Domains on your journey
However despite all the perks Invoking a great form brings, there are many things it does not change, and they are important:
- the spirit cannot use any Power (including Materialisation) on targets (including itself) outside its domain (SR3.184, SR3.262)
- if the shaman leaves the spirit's domain (physically or psychically), the spirit's services expire (SR3.184)
- if the shaman leaves the spirit's domain (physically or psychically) while it is on stand-by in the metaplanes, it cannot be called back (SR3.186)
- the spirit can be summoned only within its domain (SR3.184, SR3.267)
- the spirit can be called back from stand-by on the metaplanes only within its domain (MitS.98)
- nature spirits stop materialising and depart to the metaplanes at dawn or dusk (SR3.186, SR3.264, MitS.16) (which could be months away if you're in a fast-moving vehicle (suborbital, satellite) or at the Earth's poles or using Astral Projection along lines of latitude near the poles) (Wilderness / Urban shamans (MitS.16) extend this duration by one day or night cycle)
If SR3R elects to bolster shamanic Invoking to lift some of these restrictions, shamans will begin encroaching on what makes hermetics worth playing, without any of the overheads. Either way, clarifying which limitations are unaffected by Invoking would help.
A shaman's Mentor / Totem advantage is applied to
both the summoning (SR3.186) and Drain (SR3.187) tests. Could this be because "Dice from the Spell Pool cannot be used to augment Conjuring or any other magic-related tests." (SR3.44)?
Spells + Sorcery:
A shaman's Mentor / Totem advantage is applied to Sorcery (SR3.163) but not specifically spellcasting nor drain (SR3.183). Yet it is applied to both Ritual sorcery casting (MitS.36, 37) and Drain (MitS.38). Clarify.
What is the upper limit on Increase Reflexes? Can you spell-design Increase Reflexes +50 with a Drain Code of 97 Deadly Stun, cast it with a Trauma Damper, sleep off 9 boxes, and have arbitrarily high Initiative?
Petrify (SR3.198) doesn't transform cyberware (paid for with Essence) which violates fundamental principles. Change it to do so. "Because cyberware is paid for with Essence, it is considered an integral part of the body's organic system." (M&M.46) "Mana spells work against cybermodified living beings because the cyberware was paid for with Essence and so is considered to be integral to the being's organic system." (MitS.49)
Shapechange / Transform (MitS.148) incorporates cyberware (paid for with Essence) into the enchanted form. But what about cyberware that isn't paid for with Essence? Cranial bombs and Tooth compartments, for example?
It should be explicitly clarified that Permanent spells (SR3.178) take effect immediately in exactly the same way as Sustained spells do; and that if inadequately Sustained, also go away in exactly the same way as Sustained spells do. But that if adequately Sustained, they become established and require no further efforts. This is how Stabilise works sooner than its target dies (SR3.194) although it could be modified to be Instant like Awaken is (MitS.141). Likewise Antidote (SR3.193) must be cast before a toxin deals damage which tends to mean a window of opportunity only 1 Combat Turn long (eg mm.121, 122). Treat can be cast mid-combat to plug leaks in a chummer, but if the caster can't Sustain it the full duration, all that damage comes back in a rush ("its effects disappear"). If the caster repeatedly closes his chummer's wounds and opens them again deliberately retrying for a better result without using Karma Pool, they should experience an elevating TN for retries.
Ignite potentially takes far longer to become Permanent than its effects last for
http://forums.dumpshock.com/index.php?s=showtopic=42466 Is it even meaningful for such a spell to be Permanent? What happens to Ignite, Influence, and similar spells when they are not Sustained long enough to become Permanent?
There is no minimum Karma cost to learn a spell: cost is Force reduced by Astral Quests (MitS.94) and Limitations (SR3.60, SR3.180). Invent a sensible, artificial cap to the number of "free" spells obtainable within character generation (see
http://forums.dumpshock.com/index.php?showtopic=1915 ).
Make an official call regarding Detection spells such as Clairvoyance. Does it create (a sensor at a point within LoS) which can sense (everything within FxMm of it) or does it create (a sensor at a point within FxMm) which can sense (everything within LoS of that point)? Consider MitS.51. Can Sense Link (MitS.109) provide LoS for the purposes of *moving* the Area of Effect (not casting in the first place)? Does the Force of Clairvoyance need to overcome Object Resistance (SR3.182) such that a F2 spell would provide a view of a naked person in a W shape; a F3 spell would provide a view of a person in cotton clothing in that shape; and a F4 spell would provide a view of a person in cotton clothing, wearing a wrist phone, sitting on a motorised plasteel massage chair?
The block for Sensor Test Modifiers Concealed by Spell says: "Certain physical illusion spells, such as Improved Invisibility or Trid Phantasm, require a Resistance Test to pierce the illusion." (SR3.136, SR3.195) But that clashes with fundamentals such as: "Non-living, non-magical targets may not make a Resistance Test." (SR3.183) "Inanimate objects (including vehicles) do not make Spell Resistance Tests." (MitS.50) "If a rigger is within view, then a spell can affect him directly and a mana illusion spell is effective. A rigger using a vehicle or drone's sensors cannot be targeted by a mana illusion spell because the sensors are separate and distinct from the rigger. A spell must be physical to affect the sensors directly." (MitS.49)
Indirect illusion (SR3.195) / Manipulation (MitS.51) spells create an area of effect. This area can be moved an infinite distance (to anywhere within LoS) with every Complex Action (MitS.51). If the sorcerer desires the area to move slowly, repainting it once or twice every three seconds is probably adequate -- but if the area is positioned within a moving vehicle or on the surface of a spinning planet orbiting a star revolving around the centre of the galaxy, the area is quickly going to be left behind and repainting it once or twice a second is going to be really obvious / pointless. A similar argument applies to defensive area-of-effect spells such as barrier spells (
http://forums.dumpshock.com/index.php?showtopic=3515 ) - do the recipients of the protection run the risk of smacking into the barrier if they ever begin moving faster than the sorcerer can repaint the updated location? Have the Sorcery/Spellcasting action include a declaration of a reference point (such as "my hat", "the motorcycle's chassis", "the surface of the Earth", etc.) and the illusory area will automatically remain at a consistent position relative to the location and orientation of the reference. A Complex Action can still offset the area (eg to prevent it passing through a solid object) but it continues to be tied to the position of the designated reference point while sustained.
Is the allocation of Spell Defence (SR3.183) applicable only to voluntary targets or can it be used offensively (obstruct healing and buffs (illusions, detections, telekinetics))?
Dispelling (SR3.184) involves the dispeller "must make a Drain Resistance Test as if casting the spell being dispelled." If the spell being dispelled is Limited (SR3.180) such as by requiring a Fetish in order to cast it, this would mean that a potential dispeller is incapable of attempting to dispel that spell unless the dispeller carries an appropriate Fetish (
http://forums.dumpshock.com/index.php?show...37#entry1335162 ). This turns a disadvantage (Fetish limitation) into an advantage (harder to dispel). I propose that (A) a dispeller treats the spell as if it has no Limitations and resists Drain accordingly. Spells which are Limited for the purpose of Drain are thereby more risky to dispel than casting them in the first place since dispelling does not gain the benefit of reduced effective Force for Drain. Furthermore, what's good for the goose is good for the gander: if (B) toting a menagerie of Fetishes is the hallmark of a hardcore dispeller, this could be formidable as it means the player characters need to come prepared with their own fetishes if they expect to be able to dispel NPC effects.
The Mindlink spell (SR3.193) explicitly states that LoS is not required after casting to Sustain. Invisibility logically demands that to be true. Hibernate (SR3.194) is used to seal someone into an airtight chamber, making it implausible to maintain Touch while Sustaining. Levitate (SR3.197) specifically requires LoS to be maintained whenever the caster wants to move the subject (in line with MitS.51). Spirit Powers (SR3.262) come right out and say explicitly "nor must line of sight be maintained". Make it explicit that the Magical Link (MitS.47) is required to establish the connection between spellcaster and subject/target but once the Complex Action to establish the spell completes, that Magical Link is thereafter inconsequential.
Foci:
Most foci need to stay in contact with their bonded Awakened owner to remain active. The Sustaining focus is an exception. It must be contact with the TARGET of a spell (SR3.190). For a Detection spell like Enhance Aim, that means you plant the focus on the victim you're trying to shoot. For Illusion spells like Invisibility, that means you plant the focus on everybody who could potentially attempt to observe you. For certain spells like Levitation, there IS no target of the spell so it cannot be sustained via a focus. Fix this by making Sustaining foci just like all the others: must remain in contact with their owner to remain activated.
SR3.180, 183 says drain is either Stun or Physical. The Power focus (SR3.190) indicates overcasting does "Physical and Stun" damage (both). This is bogus. Dispelling (SR3.184) a spell with Force greater than the Magic Attribute does physical damage "as well". This is unhelpfully ambiguous; "instead" would have been clearer.
Astral:
Where must Astral Signatures (SR3.172) be erased? If a magician goes to X; summons a spirit and sustains a spell; goes to Y with the spirit following; leaves the spirit there and abandons the spell; goes to Z; can the magician erase both Astral Signatures from there? What about from X? What about from Y?
Equipment:
Fake SINs on a forged credstick (SR3.239) seem likely to be exposed so rapidly they aren't a mechanic worth implementing. Invent a mechanic which is.
Permits lower Availability by 2. Does that mean that for +10% cost, items with 10P Availability are OK in chargen (SR3.273)?
Riot shields (SR3.284, SotA64.98) need clarification regarding what effect Reach 2 has. Does it:
- offset the TN +2 penalty per shield?
- eliminate the TN +2 penalty per shield and apply Reach without spending it on offsetting the shield?
- disregard the bonus to Impact armour the shield would have provided?
When FFBA, forearm guards, and Second Skin are tailor-made for a specific client, does their price subsume Dwarf/Troll modification surcharges?
Provide an official position on Dikoting monomolecular filaments.
Decking:
Emphasise that "Deck Rating" (as determined by MPCP) excludes the CMT Avatar (SR3.207, 304) from the Rating 6 character generation cap (SR3.270) the same way a Remote Control Deck with a Deck Rating of 7 would be excluded.
A decker can use their Data Brokerage skill to write their Evaluate Utility (mat.70). Evaluate's Rating deteriorates over time to represent SotA. If their Data Brokerage skill is provided via a Skillsoft, it also ought to experience the same Rating deterioration due to the same SotA progression.
The core book says deckers get Hacking Pool whenever using a cyberdeck (SR3.207) but Matrix says they only get Hacking Pool when using Hot ASIST. "The majority of CyberTerminals and some CyberDecks are equipped with the standard ASIST interface (also called cold ASIST)." (Mat.18) So tell us EXACTLY WHICH models by default ship with Hot ASIST, because access to Hacking Pool is not insignificant.
Rigging:
What effect does Dikoting a vehicle/drone's increase to Body have on nominal mass (R3.62), hardpoints/firmpoints (SR3.132, R3.135, M&M.40), cost of fitting vehicular armour (R3.131), etc.?
Bench Seats (r3.153) cost 150kg of Load to install. "Removing a bench seat frees up ... 200 kilograms". Paying your Mechanic contact to repeatedly install and tear out a Bench Seat from every drone and vehicle you own apart from your motorcycles would be very advantageous indeed.
It is not possible to obtain a Remote Turret (R3.141).
- Turrets and Remote Turrets on R3.141 have their Availability derived from the final cost of the drone they are fitted to.
- This is kind of like saying a light bulb for a mansion will cost a million times as much as a light bulb for a dunny.
- This tends to result in Availability 267/61years ×2 for a Strato-9 (R3.176) to get a Turret.
- A character needs 10^35 dice in Etiquette in order to expect to hit this Target Number; more dice than any casino in the real world would stock. Many Shadowrunners would be retired (one way or the other) before 61 years of career have elapsed even if they did hit that TN in their teens.
- With a Permit (SR3.274) and sufficient cash to expedite the process (SR3.272) this Availability can be transformed into 2/63y ×28.
- If you can get 4 successes on your Etiquette test, express delivery will have the package at your door 16 years after you place your order. Hopefully that's long enough to save up the 140,000¥ you'll need to cover the express delivery Street Index (base price was 5,000¥).
A more reasonable Availability is provided on SR3.312 for basic Turrets. I propose using this Availability for all Turrets.
Cyberware:
There are Chipjacks and Datajacks for matching price and Essence cost (SR3.298). There is also a cybereye-mod Eye Datajack for higher price and Essence cost (M&M.13). No such equivalent Eye Chipjack is listed. A chipjack is a "specialised type of datajack" (SR3.298) so I propose the invention of an Eye Chipjack.
Alphaware, Betaware, Deltaware. The Gammaphobia in Shadowrun and Eclipse Phase is just bizarre and surreal. What did Gamma ever do to you?
Smartlink:
Formally consider Smartlink to be exemplary/archetypical DNI-modification (
http://forums.dumpshock.com/index.php?showtopic=42399 ).
MM.32 breaks down the four components of Smartlink and Rigger 3 explains how riggers with smartlink cyberware can get its benefit while using Gunnery. "When jacked in, a rigger can use smartgun bonuses with vehicle weapons that have smartgun links." (R3.27) "The System channel also routes data for auxiliary tasks such as smartlink signals." (R3.36)
- Display: eye display, imagelink, goggles; performed by the VCR (r3.27)
- Posture: limited simsense rig, simrig; performed by the VCR (r3.27)
- Routing I/O: induction pad, datajack; performed by the remote control network + smartlink integration kit (R3.139)
- Integration: ballistics processor; ???
Where is this ballistics processor?
- It is not necessary implanted, or else it wouldn't work having an entirely external Smartlink system with no cyberware (External Smartgun Adapter + Smart Goggles) providing a -1 TN instead of -2 TN (SR3.112, M&M.32). Perhaps this is because the smart goggles can only infer very limited information on body posture and without a simrig, the smartlink processor has a higher margin of error. "If a smartlink system is not entirely cybernetic, the smartlink provides only a -1 bonus to ranged combat." (M&M.32) "Smartlink modifiers apply only if both the gunner and the vehicle weapon are outfitted with smartlink hardware." (SR3.151) "Vehicle gunners who do not have a VCR need the full smartlink package to take advantage of smartgun-equipped vehicle weapons." (R3.28) "If the gunner using a vehicle smartgun does not have smartlink cyberware, treat the gunner as if he is wearing smartgoggles." (R3.139)
- If it is built into the Smartgun adapter weapon accessory, customers with a full Smartlink implant (0.5 Essence) have a redundant processor.
- If it is built into the Smartgoggles, should the VCR take over this functionality for riggers (R3.27) the way it takes over other functions of the Smartgoggles? "The chips in the gun feed into receptors in the goggles, producing red cross hairs where the gun is pointing." (SR3.281) "The VCR substitutes for the eye display and simsense rig components." (R3.27) ... but nothing is said about this midbrain-to-machine bridge crunching ballistics calculus.
There is needless redundancy here:
- Range Finder (5P-N) Smartlink accessory cyberware; Reduced Long / Extreme Range TNs (mm.32); Reduced Grenade Scatter (mm.32); Immediate Grenade Detonation (cc.107)
- Range Finder (Legal) Weapon accessory modification; Reduced Long / Extreme Range TNs (cc.33)
- Grenade Link (6-K) Weapon accessory modification; Reduced Grenade Scatter (cc.32); Immediate Grenade Detonation (cc.32)
Just collapse all three of those into stock standard Smartlink.
Skills:
Consider making Enchanting & Talismongering (MitS.30, MitS.40), Chemistry (M&M.101), Spell Design, Programming into Build & Repair skills since that's what they are. Let them benefit from Microscopic Vision, Enhanced Articulation, etc.
Some usages of Complementary Skills (SR3.97) don't really work. For example, SR3.231, Perception is an open test so hitting TN 4 might show you some vehicles behind you; TN 6 might confirm one of them has been there for some time; TN 10 might let you catch sight of a logo or slogan; so you inevitably have some "successes" (of variable quality) and can roll Stealth(Awareness) against... which TN? And if you've already hit TN 10 with your Intelligence dice, what does getting 5 extra successes on TN 4 with your Stealth(Alertness) dice actually do for you? For another example, let's look at reverse-engineering a spell (MitS.48): (1) spend a Simple Action to Astrally Perceive; (2) spend an Exclusive Simple Action to Observe in Detail; (3) spend a Simple Action to "make an Astral Perception Test" (probably Assensing Test was meant); (4) "One success is sufficient to provide the inspiration for figuring out the spell's formula."; (5) make a Complementary Skill Test with Spell Design Knowledge Skill... but what's the benefit of getting more successes after you've already figured it out?
Consolidate redundant skills in the book. For examples of good skills and their specialisations, Athletics (running, climbing, lifting, jumping, escaping, swimming) and Projectile (longbows, crossbows, slingshots). Bad skills include:
- Assault Rifles: line up this object, squeeze a trigger, there're three puffs of smoke, and the neighbour's cat won't soil your garden again
- Clubs: hurt things 1 metre away from you
- Cyber Implant Combat: hurt things close to you
- Edged Weapons: hurt things 1 metre away from you
- Gunnery: in this video game, line up this object, squeeze a trigger, there's a puff of smoke, and the neighbour's cat won't soil your garden again
- Heavy Weapons: line up this object, squeeze a trigger, there's a puff of smoke, and the neighbour's cat won't soil your garden again
- Laser Weapons: line up this object, squeeze a trigger, there's a puff of smoke, and the neighbour's cat won't soil your garden again
- Launch Weapons: line up this object, squeeze a trigger, there's a pall of smoke, and the neighbour's cat won't soil your garden again
- Pistols: line up this object, squeeze a trigger, there's a puff of smoke, and the neighbour's cat won't soil your garden again
- Pole Arms + Staves: hurt things 2 metres away from you
- Rifles: line up this object, squeeze a trigger, there's a puff of smoke, and the neighbour's cat won't soil your garden again
- Shotguns: line up this object, squeeze a trigger, there's a puff of smoke, and the neighbour's cat won't soil your garden again
- Submachine Guns: line up this object, squeeze a trigger, there're three puffs of smoke, and the neighbour's cat won't soil your garden again
- Unarmed Combat: hurt things close to you
- Underwater Combat: hurt things close to you while wet
- Whips: hurt things 1 metre away from you
Omae gawd! Do we
really need nine skills that do the exact same thing? Squeezing a trigger on a tazer versus squeezing a trigger on a rocket launcher must have
at least as much in common as swimming across a river has in common with climbing a tree, or as drawing a longbow has in common with winching a crossbow. Consolidate this redundancy down to two new skills:
QUOTE
Ballistic (Reaction)
Default: Reaction Attribute
Specialisations: side-arms, long-arms, both-arms, servo-actuated
QUOTE
Impact (Strength)
Default: Strength Attribute
Specialisations: reach 0, reach 1, reach 2+
There's absolutely no need for it to be any more specific than that. When one thinks of cyberpunk, what comes to mind more than cyberlimbs, datajacks and cybereyes? They're the epitome. How many types of cyberlimb are there?
- obvious
- synthetic
- Kid-Stealth
and how many datajacks are there?
- datajack
- induction datajack
- eye datajack
For the sake of comparison, how many pistols are listed?
44! What the actual Tamagotchi‽‽ Someone in the SR production team had a seriously pathological fetish for firearms and enough clout to push hard for
GunRun 3rd Edition. We don't have 44x Chopper motorcycles all named and specced out. We don't have 44x MPCP-6 cyberdecks with their unique blinkenlights detailed. We don't have 44x bone lacing offerings with each lovingly described down to which font typeface they use for the engraved serial number. So in SR3R let's
delete all the guns and take a leaf out of Rigger:
QUOTE
Side-arms:
A boring number of corporations compete on manufacturing identical handguns which all fall into three discrete variants. The product you purchase is identical regardless of which brand you throw money at. They can all take top and barrel mounts.
- pistol (5M). SA. 600Y. Similar models: Cavalier Scout, Morrissey Elan, Raecor Sting, Streetline Special, Tiffani Needler, Tiffani Self-Defender, Walther Palm Pistol, Ares Light Fire 70, Beretta Model 101T, Beretta Model 200ST, Ceska vz/120, Colt American L36, Colt Asp, Executive Action, Fichetti Security 500, Fichetti Security 500a, Hammerli Model 610S, SA Puzzler, Seco LD-120, Taurus Multi-6, Thumper, Walther PB-120, Ares Crusader, Ceska Black Scorpion, Steyr TMP, Ares Predator, Ares Predator II, Ares Predator III, Ares Viper Slivergun, Browning Max-Power, Browning Ultra-Power, Cavalier Deputy, Colt Manhunter, Eichiro Hatamoto II, FN 5-7C, Morrissey Alta, Morrissey Elite, Rmngton Roomsweeper, Ruger Super Warhawk, Ruger Thunderbolt, Ruger Thunderbolt, Savalette Guardian, WW Infiltrator
- SMG (7M). SA/BF. 1200Y. Similar models: 9mm Flechette SMG, AK-97 SMG/Carbine, Arasaka Minami 10, Ares Tommy Gun, Ares Tommy Gun Lite, Ares Tommy Gun Heavy, Auto-Ord. Thompson(Tommy, Baretta Model 70, Beretta M-24 Advanced, Beretta M-24 Adv. Smart, Buzzsaw, Ceres Tri-Barrel, Colt Cobra TZ-110, Colt Cobra TZ-115, Colt Cobra TZ-118, Colt M24A3 Water Carbine, DB45-A Double Barrel, Defiance AT-900, Defiance AT-900 Smart, Fed. Arms Tech Asslt II, FN P55, FN P55 Smart, H&K MP7z Urban Combat, H&K MP7z Urb. Comb.Smart, H&K MP-9, H&K MP-2013, H&K MPK9, H&K MPK-11, Heckler & Koch HK227, Heckler & Koch HK227-S, Heckler & Koch MP-5 TX, Ingram MAC-14, Ingram MAC-20, Ingram Smartgun Mod. 20t, Ingram SuperMach 100 Std, Ingram SuperMach 100 Ext, Ingram Warrior-10, Mal. Arms SubFlechette, Militech-10, Militech Mini-Gat Carbne, Nostalgia Ind. Big Bore, Sandler Model II, Sandler TMP, SCK Model 100, Set.-Arasaka "PMS" Adv., Set.-Arasaka "PMS" Adv., Sternmeyer SMG 21, Steyr MP i 25, Syrko Eagle, Uzi III, Uzi 3S, Uzi IV, Uzi IV Smart, Uzi Miniauto 9, Walther S900
- taser (10S Stun). SS. 1000Y. Similar models: Colt TP-6A, Defiance Super Shock, Dynatech Industries HT, Enertex AKM Power Squ., Excalibur Nightstick, Jupiter Taser Club, Militech Electronics, Militech Electronics II, Mitsubitshi, Nova Inf. Telcom Taser, Stundart Pistol, Taser II, Techtronica Model 009, Yamaha Pulsar
QUOTE
Long-arms:
Lots of manufacturers rip each other off in making firearms that operate exactly the same as each other just with a different name. They can all take top, barrel, under, and stock mounts. The warranty is exactly the same regardless of what logo adorns the packaging.
- shotgun (9S). SA/BF. 1000Y. Similar models: Ares Thunderer, Franchi SPAZ-22, ad infinitum
- assault rifle (8M). BF/FA. 2500Y. Similar models: Ares Alpha, AK-47, AK-97, AK-98, ad nauseam
- rifle (14S). SA. 4000Y. Similar models: ARES MP Laser III, Barret Model 121, blah blah blah, nobody cares anyway
QUOTE
Both-arms:
Some guns are big.
- launch (16D). SS. 8000Y. Similar models: Arbelast II MAW, Great Dragon ATGM, M-12 Man-Portable Mortar, ...
- machine guns (9S). FA. 4000Y. Similar models: Ingram Valiant, Ultimax, RPK, GE Vindicator, Stoner-Ares M107, ...
- assault cannons (18D). SS. 6500Y. Similar models: Panther, Vigorous, ...
NSRCG's GEAT.DAT has ~115 lines of mêlée weapons and ~1440 lines of firearms (including SR2, CB, etc.) so my proposal is to truncate that bloat down to 3 melee weapons and 9 firearms total, as above, bringing it in line with the game's flagship elements.
Gibberish:
MitS.73 "An initiate can center when using any Magical Skill except for astral projection."
M&M.21 "The encephalon does not boost ... magical perception"
Cash and Karma exchange:
Karma is given a Nuyen value several times:
- SRC.80: 1050¥ (average) per 1 Good Karma point
- MitS.100: 1000¥ per 1 Good Karma point
- MitS.169: 1000¥ per 1 Good Karma point
- SotA64.30: 1000¥ per 1 Good Karma point
and the cost-benefit ratio of the Mnemonic Enhancer is finely tuned to this exchange rate. Some GMs disturb this economy by a coefficient of five or ten and then complain that the Mnemonic Enhancer is horribly unbalanced, oblivious that they're complaining about a problem of their own construction. I think a helpful section within SR3R would be to exhibit this interplay and highlight to GMs the pitfalls of helping mundanes finance their toys by radically deviating from payout suggestions (SRC.100), leading to distorting the exchange rate, leading to resenting magicians implanting Mnemonic Enhancers. It's balanced as presented. Perhaps offer a table of coefficients that can be used for each of these facets so that GMs can tip their own game in favour of their pet archetype without breaking things connected to that economy.