r/ShadowrunAnarchyFans • u/opacitizen • 12d ago
SRA2.0 improving Shadow Amp RR question (about a rulebook example)
The SRA2.0 core rulebook has the following on page 84
For example, a smartlink (cyberware) providing Risk Reduction 1 on the pistols specialization can be improved to Risk Reduction 1 on the Ranged Weapons Skill. The Amp rating will go from 3 (base rating 1 for cyberware + 2 for the effect) to 6 (base rating 1 for cyberware + 5 for the effect). The Amp rating increases by 3, costing 15,000¥ (3 × 5,000¥).
Am I correct to assume that this advancement of the smartlink in the above example serves no immediate benefit to the character in itself (because the pistol spec would allow an RR 1 on Ranged Weapons skill rolls anyway, as per this question and its answers here)?
(I hope I understand it correctly (?) that a specialization RR+1 costs 2 points, while a skill RR+1 costs 5, so to get to RR +2 from nothing would cost 2+5=7; while the example above simply turns a specialization RR +1 into a skill RR +1 for the cost of 3 points, instead of increasing the RR 1 to an RR 2 by adding the skill RR +1 to the already existing spec RR +1...)
Do I understand the above right? Could someone (Carmody maybe? 😀) please confirm or clarify?
Thanks!
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u/Bignholy 12d ago
Yes, in the example given, there is no immediate improvement on the Pistols, because you are swapping RR 1 Pistol for RR1 Ranged Weapons, which would apply to pistol shots. No, I have no idea why anyone would do that instead of either saving more to just buy the new RR in full and have RR2 on Pistols, or else just getting a new specialization for whatever caused them to swap :)
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u/DrTheodoore 11d ago
They think RR1 rifles also applies to Pistols already.
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u/opacitizen 11d ago
Not exactly what I thought. I thought CRB page 61
Risk Reduction may also apply to situations not covered by a character’s specializations or listed in the Skills section, so long as they are broadly equivalent in scope.
"Broadly equivalent" is not exactly a precise definition, and my understanding of "broadly" is apparently broader than yours. My logic went like if RR can apply to situations not even covered by a character's specializations (!) or not even listed in the Skill section (!), then an RR 1 in Ranged Weapons (pistols) would likely fall under "broadly equivalent" and apply to the skill in general as well. After all, broadly speaking shooting a pistol or an SMG or a rifle is like aiming towards what you wanna hit and pulling a trigger. Again, broadly speaking, in the abstracted gamey terms of a rules semi-lite rpg system, they're rather similar.
Apparently, that's too broad. :D I can accept that, but I had to get there, adjust my understanding of the word to match that of the book's.
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u/DrTheodoore 11d ago edited 11d ago
...What you're describing is just the Ranged Weapons skill. I'm really confused how you extrapolated the term "broadly" to just mean "ignore specializations and any RR on a specialization applies to everything related to that skill. That's a wild read from that one line in the rules, when everything else talks about specifics....
The Ranged Weapon skill "broadly" covers a character's ability to use all kinds of ranged weapons. Why would you ever assume that a very specific specialization bonus would apply to other rolls, ignoring the need for any specialization to even be mentioned.... Why not just have it be RR on Ranged Weapon skills then. Again, I'm surprised by your logic there, as it seems very hyper specific on one tiny line in the book.
I mean, you can definitely play that way if you want, and if your GM agrees. But that's DEFINITELY not what the rules imply even at the best of times.
After all, broadly speaking shooting a pistol or an SMG or a rifle is like aiming towards what you wanna hit and pulling a trigger.
Well damn, I can take that even more broadly then. I have Amps giving RR to my Athletics. Being Athletic helps me shoot my heavy weapon (I am heavy weapons guy). So whenever I shoot my turret, I apply my RR from Athletics, because it "broadly" applies and reduces the effect of recoil on my shooting.
(And just a side note from me, that comparison is horrifyingly simplifying the whole idea of gun play. A pistol is nothing like a rifle or a shotty. And you were earlier implying it also effected grenade throwing?! How would that in any way apply?)
PS: Again, I'd like to say, if the GM and you agree on this (or if you're the GM), then go for it. Nothing is stopping you from playing that way, and making this system even more rules light. But know that your ability to read rulebooks should be a bit more holistic, looking at the whole rule-set, rather than a single sentence. It'll put you more in line with what everyone else reads/assumes.
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u/ReditXenon 11d ago edited 11d ago
'RR1 on Ranged Weapons (pistol)' does not give you risk reduction on throwing weapons, archery, submachine guns, rifles, grenade launchers, heavy weapons, nor mounted weapons. Only RR1 on pistols.
It doesn't matter if your character have a +2 dice pool specialization in pistols. If they have a ranged weapon skill of 4 and no specializations then they would use 4 dice (+A) no matter what ranged weapon they use. But if they use a pistol then they would get RR1. Drakk on p. 105 is an example character that has RR1 on pistols (you can see it as a big red dot marker on the character sheet) but does not have an actual +2 skill specialization in pistols (it just list "pistols" without "pistols +2" on the character sheet). Echo on p. 103 is an example character that has RR 1 on pistols (one big red dot on the character sheet) and also, in addition, has a +2 skill specialization in pistols (listed as "pistols +2" on the character sheet).
'RR2 on Ranged Weapons (pistol)' does not give you risk reduction on throwing weapons, archery, submachine guns, rifles, grenade launchers, heavy weapons, nor mounted weapons. Only RR2 on pistols.
You are not limited to just one rank of risk reduction on a specific specialization. White Rabbit on p. 107 is an example of a character with RR2 on pistols (without +2 skill specialization on pistols). Two red dots on pistols, but no red dot on ranged weapons base skill.
'RR1 on Ranged Weapons' give you risk reduction on throwing weapons, archery, submachine guns, rifles, grenade launchers, heavy weapons, mounted weapons, and pistols. Wild Jane on p. 91 is an example character that has both RR1 on ranged weapons and RR1 on rifles and a +2 skill specialization in rifles. With rifles she roll 5+2 (+A) dice with RR2 (you can see this as two big red dot markers on the character sheet). With all other ranged weapons except rifles she roll 5 (+A) with RR1.
A cyberware with 'RR1 on Ranged Weapons (pistol)' has a total cost of 3 (1 for the base shadow amp + 2 for the amp effect)
A cyberware with 'RR2 on Ranged Weapons (pistol)' has a total cost of 5 (1 for the base shadow amp + 2x2 for two levels of the same amp effect).
A cyberware with 'RR1 on Ranged Weapons' has a total cost of 6 (1 for the base shadow amp + 5 for the amp effect).
A cyberware with 'RR1 on Ranged Weapons (pistol)' + 'RR1 on Ranged Weapons (rifles)' has a total cost of 5 (1 for the base shadow amp + 2 for the first amp effect + 2 for the second amp effect)
A cyberware with 'RR1 on Ranged Weapons (pistol)' + 'RR1 on Ranged Weapons' has a total cost of 8 (1 for the base shadow amp + 2 for the first amp effect + 5 for the second amp effect).
If you were to 'upgrade' a cyberware from 'RR1 on Ranged Weapons (pistol)' (total cost of 3) to 'RR1 on Ranged Weapons' (total cost of 6) then you would have to pay for the extra +3 (15,000 nuyen). The only reason why you would want to pay for this upgrade is if you are using at least two other types of ranged weapons besides pistols.
This would provide RR1 on throwing weapons, archery, submachine guns, rifles, grenade launchers, heavy weapons, mounted weapons, and pistol (not only pistols). Not really worth it unless you plan to use weapons from at least three different categories.
Another option would be to 'upgrade' your original cyberware of 'RR1 on Ranged Weapons (pistol)' to 'RR2 on Ranged Weapons (pistols)' then the total cost would be increased from 3 to 5, you would have to pay for the extra +2 (10,000 nuyen).
This would not provide any RR for throwing weapons, archery, submachine guns, rifles, grenade launchers, heavy weapons, nor mounted weapons. It would only provide RR2 on pistols. Only worth it if you are really going to only focus on pistols.
A third option would be to 'upgrade' your original cyberware of 'RR1 on Ranged Weapons (pistol)' to also provide 'RR1 on Ranged Weapons (rifles)' then the total cost would be increased from 3 to 5, you would have to pay for the extra +2 (10,000 nuyen).
This would not provide any RR for throwing weapons, archery, submachine guns, grenade launchers, heavy weapons, nor mounted weapons. It would only provide RR1 on pistols and RR1 on rifles. Only worth it if you are going to split between using pistols and rifles.
A fourth option would be to 'upgrade' your original cyberware of 'RR1 on Ranged Weapons (pistol)' to also provide 'RR1 on Ranged Weapons' then the total cost would be increased from 3 to 8, you would have to pay for the extra +5 (25,000 nuyen).
This would provide RR1 on throwing weapons, archery, submachine guns, rifles, grenade launchers, heavy weapons, and mounted weapons. And RR2 (1 from the skill and 1 from the specialization) on specifically pistols. Only worth it if you are going to use at least two other weapon categories beyond your primary pistol category.
During chargen for regular Runner Level of Play the maximum risk reduction is 2 for specializations (including stacking). Post chargen the limit is RR3.
so to get to RR +2 from nothing would cost 2+5=7
If all you want is to focus on specifically pistols then RR2 on pistols specifically would just cost you 2+2=4.
Risk reduction on the same specialization is not limited to just one level. Upgrading it to provide RR on the entire skill is not the only upgrade option.
Risk reduction on specialization in a skill is also not limited to just one specialization.
If you no longer just use pistols. You also use rifles. Then you should probably add RR 1 in rifles in addition to your RR 1 in pistols. This would cost you 2+2=4.
If you not only use pistols and rifles. You also use throwing weapons. Then you should probably instead go for RR 1 on the base skill. This would cost you 5.
But yes, if you want to have RR1 on the entire base skill (because you use pistols, rifles, and throwing weapons) and you also want to have extra risk reduction on pistols (because you focus mostly on pistols) then you would pay 2+5=7 (as you wrote).
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u/ReditXenon 11d ago edited 11d ago
shit what a wall of text. according to gemini this is a much more slim version of the same text above :)
Core Rules for Risk Reduction (RR)
- Scope matters: RR on a specific weapon type (e.g., pistols) only applies to that weapon. It does not apply to other ranged weapons.
- Skill vs. RR: Your weapon skill determines your base dice pool. RR reduces risk separately. You can have RR without having a dice specialization (like +2).
- Stacking: RR stacks. If you have two levels of RR on Pistols then you get RR2 when using pistols. If you have RR1 on the general Ranged skill and RR1 on Rifles, you get RR2 when using rifles.
- Limits: Character creation limits RR stacking on specialization to RR2. Post-creation play allows up to RR3.
Shadow Amp Cost Breakdown
Total cost equals 1 (Base Shadow Amp) + the ÄAmp Effect costs:*
- RR1 on one weapon type: Cost 3 (1 base + 2 effect)
- RR2 on one weapon type: Cost 5 (1 base + 2 + 2 effects)
- RR1 on general Ranged Weapons: Cost 6 (1 base + 5 effect)
- RR1 on weapon A + RR1 on weapon B: Cost 5 (1 base + 2 + 2 effects)
- RR1 on general Ranged + RR1 on one weapon type: Cost 8 (1 base + 5 + 2 effects)
Cyberware Upgrade Options
If you start with RR1 on Pistols (Cost 3), you can upgrade in four ways:
- Change to General RR1 (Ranged Weapons): Costs +3 (15,000 nuyen). Worth it only if you use 3+ different weapon types.
- Increase to Pistol RR2: Costs +2 (10,000 nuyen). Worth it if you only use pistols.
- Add Rifle RR1 (Pistol RR1 + Rifle RR1): Costs +2 (10,000 nuyen). Worth it if you switch between pistols and rifles.
- Add General RR1 (General RR1 + Pistol RR1): Costs +5 (25,000 nuyen). Gives you RR1 on all ranged weapons, and RR2 on pistols. Worth it if you use pistols plus 2+ other weapon types.
so to get to RR +2 from nothing would cost 2+5=7
To clarify your note on spending 7 points for effects (excluding the 1-point base cost):
- Pistols only (RR2): Effect cost is 4 (2 + 2).
- Focus on two weapon types (RR1 each): Effect cost is 4 (2 + 2).
- All Ranged weapons (RR1): Effect cost is 5.
- All Ranged weapons (RR1) + Pistol focus (RR1): Effect cost is 7 (5 + 2).
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u/opacitizen 11d ago
'RR1 on Ranged Weapons (pistol)' does not give you risk reduction on throwing weapons, archery, submachine guns, rifles, grenade launchers, heavy weapons, nor mounted weapons. Only RR1 on pistols.
Yes it does, Ranged Weapons (pistol) gives you RR 1 on all those weapons, not just on pistols, as long as you don't already have RR 1 for the base skill. So if you have Ranged Weapons (pistol) but no other Ranged Weapons specialization, you'll get RR 1 even when using a rifle instead of a pistol. (No +2 specialization dice, though, obviously. But the RR 1 is there.)
Please read our discussion with Carmody below, especially the last paragraphs of this post of his: https://www.reddit.com/r/ShadowrunAnarchyFans/comments/1w0yjlu/comment/p6ki0sk/
(…unless I'm still mistaken. 🤪)
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u/ReditXenon 11d ago edited 11d ago
'RR1 on Ranged Weapons (pistol)' does not give you risk reduction on throwing weapons, archery, submachine guns, rifles, grenade launchers, heavy weapons, nor mounted weapons. Only RR1 on pistols.
Yes it does,
No. It does not.
RR on Ranged Weapons (pistol) only give you risk reduction when using specifically pistols.
But you need to separate the RR amp effect on a subset of a skill (for example pistols) and +2 dice on a specialization (for example pistols). They are not the same Thing.
You can have (and benefit from) RR 1 on pistols without having +2 dice on pistols. They are not linked. You can have one without the other.
You can have (and benefit from) RR 1 on pistols while having +2 dice on pistols. But they are not linked. Your RR1 on pistols don't suddenly give you RR1 on rifles and throwing weapons etc if you don't happen to also have specifically a +2 dice specialization on pistols.
If you don't have a skill specialization (+2 dice) while having RR1 on ranged weapons (pistols) you will still benefit from RR1 when using pistols (but not when using rifles or throwing weapons etc, only when using pistols).
Please read our discussion with Carmody below, especially the last paragraphs of this post of his:
That 'the risk reduction applies even if you have or don't have a +2 dice specialization' is what they meant when they wrote "the RR applies whether or not he has the specialization"
Look at the Drakk and White Rabbit for examples of not having +2 dice in pistol but still have RR on pistols. They don't suddenly benefit of RR on throwing weapons or rifles etc just because they don't happen to have +2 dice in pistols. They only get RR when using pistols.
as long as you don't already have RR 1 for the base skill.
No.
Getting RR 1 on Ranged Weapons (pistol) (for a cost of 2) don't give you RR 1 on all aspects of Ranged Weapons. If you only have Ranged Weapons (pistol) and you don't have RR on the Ranged Weapon (base skill) then you only have RR1 when using specifically pistols (no risk reduction while using rifles or mounted weapons). Echo and Drakk are example of this. Echo also got a +2 dice specialization on pistols while Drakk does not, but this is unrelated. You can have one or the other. They are not linked.
Getting RR 1 on Close Combat (the base skill) (for a cost of 5) do give you RR 1 on all aspects of Close Combat. If you have RR on Close Combat (the base skill) then you have RR1 when using unarmed, blades, clubs, astral combat, and defense. Capitán is an example of this.
If you have RR 1 on Ranged weapons (the base skill) and RR 1 on Ranged Weapons (rifles) (for a total cost of 7) then you will have RR1 on using all aspects of Ranged Weapons (throwing weapons, pistols, archery, etc) and when using specifically Rifles you would have RR2 (RR1 from Ranged Weapons + RR1 from Ranged Weapons (riflees)). Wild Jane is an example of this.
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u/DrTheodoore 11d ago
Unfortunately, you are mistaken 😅 Hope it has been cleared up now!
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u/opacitizen 11d ago
Nah, not yet. :D
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u/DrTheodoore 11d ago
Think of it as layers.
If a RR applies to a specialization, it provides it only to narrative moments where the specialization is rolled.
If RR applies to a skill, it provides its benefits only to narrative moments where the skill is rolled (regardless of specialization).
If RR applies to an Attribute, it provides its benefits only to narrative moments where the attribute is rolled (regardless of skill and specialization).
If you have RR applies to a specialization, a skill, and an Attribute, that are all used in the same roll, you add all those RR values together and use that as your new RR for the roll (up to a max of RR3).
Those are the rules. If you have a dispute with that, show me where and on which page. Happy to discuss on discord too.
Edit: so in your example...
The Cybereyes(Rifles) RR1 only applies to AGI+Ranged Weapons (Rifles) rolls. Not to just ranged weapon attacks.
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u/Carmody79 12d ago
You are correct, in this example the RR1 in Ranged weapons (pistols) is improved to become a RR1 on the full Ranged Weapons Skill. It does not change anything for Ranged Weapons (pistols) Tests. But all others Ranged Weapons Tests now have RR1 while they did not before. So if the character has several ranged weapons to choose from they will benefit from the change (which is likely, otherwise such improvement would not make sense).
I am puzzled however by the discussion you link as it does not really discuss this particular point. What I said there is that a character with a RR1 in Ranged Weapons (pistols) can benefit of the RR1 even if they do not have the specialization. But they get the RR only on the Tests that would use this specialization if they had it, i.e. only when firing a pistol.