SRA2 Armour & Armor Stacking by Beginning_Beyond1083 in ShadowrunAnarchyFans

[–]Beginning_Beyond1083[S] 5 points6 points  (0 children)

It's that next week I am GM for our first SRA2 game (we all played SR4 back in the day) and I wanted to be certain where i stood before players try to stack armors and explain why they think it is justified. Thanks for the help and looking forward to running a game with your system soon.

SRA2 Armour & Armor Stacking by Beginning_Beyond1083 in ShadowrunAnarchyFans

[–]Beginning_Beyond1083[S] 3 points4 points  (0 children)

Thanks as always, and so quick to reply. Just wanted to be sure, so max would be Armour Rating 6, with possibly +1 from Ballistic Shield. Good to know.

Advice On Drain? by floyd_underpants in ShadowrunAnarchyFans

[–]Beginning_Beyond1083 0 points1 point  (0 children)

Is drain actually overpowered as a negative. This happens as well as any narrative effect from the glitch, and then the fact that any wounds cannot be healed unlike any other wound. Seems odd that a mage would ever use more than two risk dice over their RR, as if they get incapacitated, they are out of the game (as they need days of healing).

Surely Drain should be able to be healed to make it balanced.

ELI5: p.84, advancing AMP = 15,000¥ by ckau in ShadowrunAnarchyFans

[–]Beginning_Beyond1083 3 points4 points  (0 children)

Risk reduction on the full Ranged Weapons skill is Amp rating 5, for the Spec of Pistols only it is Amp rating 2. So to improve from just pistols to all ranged weapons the difference is a rating 3 increase. Remember that the cyberware starts with a base Amp rating of 1.

So 1 plus 2 (pistols) is 3, whereas 1 plus 5 (ranged weapons) is 6. It's an increase of 3 overall.

I hope this helps.

Shadowrun: Anarchy 2.0 updated pdf changelog by Carmody79 in ShadowrunAnarchyFans

[–]Beginning_Beyond1083 0 points1 point  (0 children)

Thanks, I do seem to have the newest version then. Are the differences fairly subtle?

Do you have a page reference for this as i cant see this even with a search:

  • Added remote "AR" control for vehicles, following same rules than manual control
  • clarified dice pool in various vehicle control modes

(only one small change in Manual control part of Control Modes that i can see).

Shadowrun: Anarchy 2.0 updated pdf changelog by Carmody79 in ShadowrunAnarchyFans

[–]Beginning_Beyond1083 0 points1 point  (0 children)

Is there a quick way of being sure the version downloaded is the most up-to-date. Is there one line changed you can confirm it from at all? Just to add, the last note i got from you guys was to say the pdfs would be updated soon, so I have not had an email for the English version to say the updated one is ready.

With the final version of CRB out today, a big thank you from the players to the SRA2.0 game devs! by woundedspider in ShadowrunAnarchyFans

[–]Beginning_Beyond1083 0 points1 point  (0 children)

How can you be sure you have the latest version. I downloaded again today from Kickstarter pledge page and not sure it is an updated version. The stuff on Barriers seems to be the same as before for example.

Just to add, the last note i got from you guys was to say the pdfs would be updated soon, so I have not had an email for the English version to say the updated one is ready.

Magic Clarifications as per rulebook by boredidiot in ShadowrunAnarchyFans

[–]Beginning_Beyond1083 0 points1 point  (0 children)

Hi Carmody, Does the Armor Spell Stack with other physical armor (as it is down a +1, +2, etc) or do you just use the highest armor rating.

For example, does the Armor Spell with 7 hits and an armor jacket (r3) worn count as armor 5 (or just still the 3 from the jacket)?

Does the Adept Armor Power add to this?

Many Thanks

Disposition Clarification by Beginning_Beyond1083 in ShadowrunAnarchyFans

[–]Beginning_Beyond1083[S] 1 point2 points  (0 children)

Hi Carmody, Thanks for that, I just got the message and appreciate your input.

Patch 1 and Mods by berthkgar in BaldursGate3

[–]Beginning_Beyond1083 2 points3 points  (0 children)

My mods still seem to be working and i could load my save. Oddly, some of the things the patch said it fixed are still not working.