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-   -   Bug Reports - Version 2.18 (http://forums.wolflair.com/showthread.php?t=22057)

JDDyslexia August 3rd, 2012 03:04 PM

Using the build point system, the cost of enemy is now half of what it should be (it's halving the sum of incidence and connection rating when calculating the BP bonus of the quality)

Canis August 3rd, 2012 03:22 PM

Military Helmet is still limited to rating 6, thus limiting the helmet commlink to 6.

Mathias August 3rd, 2012 03:41 PM

Quote:

Originally Posted by Canis (Post 88016)
Military Helmet is still limited to rating 6, thus limiting the helmet commlink to 6.

Please report this to Catalyst, not me - they need to provide the costs for the additional levels. War!'s section on extending the ratings of military commlinks did not include a mention of how to modify the military armor helmet installed commlinks from Arsenal, and the differences between the costs of ratings 4, 5, and 6 of those helmets is not equal to the difference between the total costs of the modules/programs for each of those ratings. Without consistant numbers relating the price at each rating of the helmets to the price at each rating of the modules/programs, I can't come up with a formula that would allow me to deduce what the price should be at each rating beyond 7 for those helmets.

Canis August 4th, 2012 02:57 AM

I had a sneaking suspicion that was the problem.

Okay, I'll let them know.

Mad Hamish August 4th, 2012 10:22 PM

Mystic Adepts restrictions calculated wrong
 
Mystic Adepts seem to be using their split amount for Magic Points to calculate max adept power levels and maximum forces

A mystic Adept with magic 6 (1 for Physical Adept, 5 for magician) is getting an error (You may not have a higher level of your adept power than your Magic Attribute) trying to buy level 2 in any physical adept powers and is showing a maximum force of 10 for casting.

page 195 of the 20th anniversary rulebook has
"For every point of Magic invested in physical abilities the character gets one Power Point that she can use to purchase adept powers. Every point of magic invested in mana-based abilities grants the character one point to use with Magic base skills. For all other purposes, including the determination of the maximum level for adept powers, the character's full magic attribute is used."

Jareth Valar August 5th, 2012 03:28 AM

Actually that was cleared up in the FAQ found http://www.shadowrun4.com/game-resou...ked-questions/

Re-posting for everyone else.

Quote:

Though mystic adepts must split their Magic between Magic-based skills and adept powers, it says that for all other purposes, including the limits of adept powers, the mystic adept uses his full Magic attribute. Does this mean that a mystic adept with Magic 6 who has allocated 2 points to Magic skills and 4 points to adept powers can cast Force 6 spells without flinching?

The Magic points allocated towards Magic-based skills counts for all aspects of those skills. This includes: Magic-linked skill tests (Summoning, Spellcasting, Enchanting, etc.), maximum spell Force, overcasting, etc.

For a mystic adept’s adept powers, only the points allocated towards adept powers apply. This includes powers that require Magic Tests like Attribute Boost, the maximum rating of leveled adept powers, etc.

For all other purposes—i.e., non-Magic-linked skills—the mystic adept’s full Magic attribute is used: pressing through astral barriers, initiation grade limit, Masking metamagic, being assensed, etc.

So for the example above, a mystic adept with Magic 6 with 2 points devoted to Magic skills and 4 points to adept powers, the maximum Force he can cast at is 4, and anything over Force 2 is Physical Drain. His adept powers are limited to rating 4 or lower.

Mad Hamish August 5th, 2012 05:37 AM

Quote:

Originally Posted by Jareth Valar (Post 88071)
Actually that was cleared up in the FAQ found http://www.shadowrun4.com/game-resou...ked-questions/

Re-posting for everyone else.

Except that the FAQ apparently predates the 20th anniversary edition and was never official errata.
At the very least there should be a house rule option to let you select them at the full magic value as that is what the actual rulebooks say.

wildfire142 August 5th, 2012 06:53 AM

When using the karma gen system adjusting "Gear Build Point Limit" does nothing, no increase or decrease of max spend funds, works correctly under build points.

Canis August 5th, 2012 12:17 PM

Quote:

Originally Posted by Mad Hamish (Post 88077)
Except that the FAQ apparently predates the 20th anniversary edition and was never official errata.

Sorry mate, this is official. When SR4A was being proofed, the proofers went through all the language in the book to help prevent issues, however it was done so with the understanding that it complied with all official FAQ's. Including this one.

If you wish to house rule it, then by all means. But HL uses the official rules according to Catalyst.

And yes, we did mess up on this one.

Kesendeja August 5th, 2012 12:34 PM

Dormant Metagenetics is charging double in the karma gen system, not sure about the other creation systems.


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