Quote:
I agree that it is purely cosmetic, since Karma = XP. It doesn't matter what people decide to call it, if they can spend it to upgrade their characters or if it can be used to gauge a characters relative level, its experience points. Personally Its not that big a deal to me. The skill group issue in the advancement tab however, my players will fuss about. |
No RavenX. There's a spot for Karma and a spot for XP. Which is confusing.
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Lol only if you don't know they are the same thing. I agree that it should be changed for consistency purposes, I just did not say anything about it because I knew it was the same thing and my group uses the terms interchangeably. Since 3rd Edition it was basically Karma = XP for the system and that hasn't changed.
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Found a new bug i think, on Cyber spur they are starting at DV +6 instead of the DV +3 found on page 345 SR4A book. I would love to be wrong about it though....super wolverine Claws for the win!!!!
Edit: also I see no Respirator or gas mask? but I also may looking in the wrong area. |
gas mask is located in the armor section bro
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Thanks....it is amazing what you find when you open your eyes.
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It took me a while to find it myself. I was looking for it in the gear section for a while, stumbled across it in armor and then realized it made sense that it was in the armor tab.
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Figured this one out.
Off the shelf drones in SR4 have a device rating of 3 for typical drones. 4 for security drones, and 5 for standard military use. They can be found in the table on page 222, SR4A. Reporting to bug thread. |
Drone Ratings are all incorrectly set to 1, regardless of type.
Off the shelf drones in SR4 have a device rating of 3 for typical drones. 4 for security drones, and 5 for standard military use. They can be found in the table on page 222, SR4A. |
Incorrect Calculation of Dice Pool Values for Skills Driven off Cyberlimbs
Background:
The calculation of dice pools for Active skills that are modified by cyber limbs appears incorrect. Steps to Recreate: 1.) Added a Obvious Lower Arm cyberlimb. Modified Agility, Body and Strength values to match existing character values (that is, cyberlimb values are just as good as non-cyber limb, Body 6, Agility 5, Strength 5). 2.) Added Pistols Skill to Active skills. 3.) Added a Ares Viper Slivergun to Weapons. 4.) Dice pool calculation for Ares Slivergun shows "Cyberlimb Agility - Hero's Agility (-5)". This value should be 0. Other Thoughts: After additional fiddling, it looks like it currently just subtracts the character's Agility with no verification of the cyberlimb's value. |
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