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Message no. 1
From: HeyBkoff@***.com HeyBkoff@***.com
Subject: VR2.0/SR3 Question
Date: Sat, 5 Jun 1999 17:55:01 EDT
Okay, I been playing this game since the beginning, but sometimes I
get lost when they update rules.
In VR2.0, you have Computer Theory Skill to determine
programming success, time, etc... This skill does not exist in
the new rulebook.
In Magic in the shadows they created a new skill called "Spell
Design" to replace "Magical Theory", which also is not present
in the new rules. However, in various areas the make reference
to using Background Skills as default-catch-alls for design,
knowledge, etc... I am trying to decide what I should replace
Computer Theory and other theory sills with for 3rd edition. It
seems the best answer would be to keep the names, and functions
as Academic Knowledge Skills. However, with FASA eliminating
Magical Theory by replacing it with Spell Design, I can't decide.
I would appreciate reading other informed opinions on this
subject.

Brad
Message no. 2
From: dghost@****.com dghost@****.com
Subject: VR2.0/SR3 Question
Date: Sat, 5 Jun 1999 17:18:21 -0500
On Sat, 5 Jun 1999 17:55:01 EDT HeyBkoff@***.com writes:
>Okay, I been playing this game since the beginning, but sometimes I
>get lost when they update rules.
>In VR2.0, you have Computer Theory Skill to determine
>programming success, time, etc... This skill does not exist in
>the new rulebook.
>In Magic in the shadows they created a new skill called "Spell
>Design" to replace "Magical Theory", which also is not present
>in the new rules. However, in various areas the make reference
>to using Background Skills as default-catch-alls for design,
>knowledge, etc... I am trying to decide what I should replace
>Computer Theory and other theory sills with for 3rd edition. It
>seems the best answer would be to keep the names, and functions
>as Academic Knowledge Skills. However, with FASA eliminating
>Magical Theory by replacing it with Spell Design, I can't decide.
>I would appreciate reading other informed opinions on this
>subject.

If you check the specializations for the Computer skill, you'll notice
that it includes programming :)

--
D. Ghost
(aka Pixel)
"Hello, my name is Stephen. This is Dick. He'll see if he has something
your size." -- Jug Ears

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Message no. 3
From: HeyBkoff@***.com HeyBkoff@***.com
Subject: VR2.0/SR3 Question
Date: Sat, 5 Jun 1999 18:53:28 EDT
D.Ghost Responds:
>>If you check the specializations for the Computer skill, you'll notice
that it includes programming :)

Brad responds:
Thank you, I did see that. However, SR2 had some type of Theoretical skill
linked to Computer, and Magic (as a way of relieving player karma I think).
FASA has kept up with this tradition by replacing Magical Theory with, the
more refined-in-scope, Spell Design. Programming is the skill you would use
to program the source code, while Computer Theory in VR2.0 sets the maximum
program rating, etc., you can create. One is the "Active," the other is the
"knowledge."
Taking into account the new skill Spell Design, should any Knowledge Skills
to replace Computer Theory be as limited in scope as Spell Design? (i.e.,
Program Design, Host Design, Cyberdeck Design).
Or should I just retain Computer Theory as a Knowledge Skill with the SR2
descriptions, using the SR2 Concentrations as SR3 specializations?
Message no. 4
From: dghost@****.com dghost@****.com
Subject: VR2.0/SR3 Question
Date: Sat, 5 Jun 1999 19:43:41 -0500
On Sat, 5 Jun 1999 18:53:28 EDT HeyBkoff@***.com writes:
>D.Ghost Responds:
>>If you check the specializations for the Computer skill, you'll notice
>>that it includes programming :)

>Brad responds:
>Thank you, I did see that. However, SR2 had some type of Theoretical
skill
>linked to Computer, and Magic (as a way of relieving player karma I
think).
>FASA has kept up with this tradition by replacing Magical Theory with,
the
>more refined-in-scope, Spell Design. Programming is the skill you would
use
>to program the source code, while Computer Theory in VR2.0 sets the
maximum
>program rating, etc., you can create. One is the "Active," the other is
the
>"knowledge."

Actually, IIRC, the Computer theory was held over from pre-VR2 and
shouldn't have been in the book. I don't know if there is a VR2 errata
but I think the presence of Computer Theory, as well as any references to
it, is an error. Check with FASAMike to be sure.

>Taking into account the new skill Spell Design, should any Knowledge
Skills
>to replace Computer Theory be as limited in scope as Spell Design?
(i.e.,
>Program Design, Host Design, Cyberdeck Design).
>Or should I just retain Computer Theory as a Knowledge Skill with the
SR2
>descriptions, using the SR2 Concentrations as SR3 specializations?

There is no need for Computer Theory at all. If you want to include it
as a house rule, feel free. If you really want to seperate your deckers
from their karma, require certain skills in order write certain programs.
Examples: Black Hammer/Kill Joy require Biotech, Decrypt requires Math,
Deception requiresMatrix Security Algolrithms (Knowledge skill), etc ...

--
D. Ghost
(aka Pixel)
"Hello, my name is Stephen. This is Dick. He'll see if he has something
your size." -- Jug Ears

___________________________________________________________________
You don't need to buy Internet access to use free Internet e-mail.
Get completely free e-mail from Juno at http://www.juno.com/getjuno.html
or call Juno at (800) 654-JUNO [654-5866]
Message no. 5
From: Starrngr@***.com Starrngr@***.com
Subject: VR2.0/SR3 Question
Date: Sun, 6 Jun 1999 01:00:23 EDT
In a message dated 6/5/99 2:56:16 PM Pacific Daylight Time, HeyBkoff@***.com
writes:

> In VR2.0, you have Computer Theory Skill to determine
> programming success, time, etc... This skill does not exist in
> the new rulebook.
> In Magic in the shadows they created a new skill called "Spell
> Design" to replace "Magical Theory", which also is not present
> in the new rules. However, in various areas the make reference
> to using Background Skills as default-catch-alls for design,
> knowledge, etc... I am trying to decide what I should replace
> Computer Theory and other theory sills with for 3rd edition. It
> seems the best answer would be to keep the names, and functions
> as Academic Knowledge Skills. However, with FASA eliminating
> Magical Theory by replacing it with Spell Design, I can't decide.
> I would appreciate reading other informed opinions on this
> subject.

Basicly, these would be the equivalent of knowlege skills, that pack that you
get (5xInt) of. There would still be a magical theory skill, which WOULD be
separate from Spell design. The first would cover the theories about magic
in general, while the second is all about the theorys behind how to harness
that energy. Also, if you read the section on background skills, it points
out that there are equivalent "theory" skills for most of the active skills.
In fact, depending on the GM, many will allow you to have the appropriate
background skill at two levels less than the active skill.

But this brings up another question then. Lets say that I have Computers at
6, which would give me the background skill Computer theory at 4. If I
wanted to be as grounded in Theory as I was in practice, would I have to pay
the full 6 points, or just 2? And also, after having done that, if I later
raised my Computer skill, my Theory skill doesnt automatically increase
anymore does it?
Message no. 6
From: Mongoose m0ng005e@*********.com
Subject: VR2.0/SR3 Question
Date: Sun, 6 Jun 1999 02:03:03 -0500
:> In VR2.0, you have Computer Theory Skill to determine
:> programming success, time, etc... This skill does not exist in
:> the new rulebook.

"Computer", or the "programming" specialization thereof, are used
in
creating matrix code. SR3 describes both skills.

:> In Magic in the shadows they created a new skill called "Spell
:> Design" to replace "Magical Theory", which also is not present
:> in the new rules. However, in various areas the make reference
:> to using Background Skills as default-catch-alls for design,
:> knowledge, etc...

MiTS covers this pretty explicitely. The "magic background" skill (or
sorcery, which would often be higher) can be used as a default for Spell
Design, which is a knowledge skill.

:> I am trying to decide what I should replace
:> Computer Theory and other theory sills with for 3rd edition. It
:> seems the best answer would be to keep the names, and functions
:> as Academic Knowledge Skills. However, with FASA eliminating
:> Magical Theory by replacing it with Spell Design, I can't decide.
:> I would appreciate reading other informed opinions on this
:> subject.


You don't really NEED computer theory, except maybe when encountering
something really wierd in the matrix and trying to figure out what it is; in
that case, it would function like a normal knowledge skill. It would likely
be an Accademic Skill, though you could pick up a few levels on the streets
or in the Matrix, I'd think.

:
:But this brings up another question then. Lets say that I have Computers
at
:6, which would give me the background skill Computer theory at 4. If I
:wanted to be as grounded in Theory as I was in practice, would I have to
pay
:the full 6 points, or just 2? And also, after having done that, if I later
:raised my Computer skill, my Theory skill doesnt automatically increase
:anymore does it?

You can rise a skill during character creation by paying 1 point to
riase it each level to a rating equal to its linked attributte and 2
thereafter, witha max rating of 6. So If it was already 4 (because you had
computer 6) rising it to 6 would probably cost 2 points (if you intellegence
was at least 6).
Later raising Computer skill would make your background skill equal to
Computer-2; if its already higher than that, it would stay the same.

Mongoose
:
:
Message no. 7
From: Patrick Goodman remo@***.net
Subject: VR2.0/SR3 Question
Date: Sun, 6 Jun 1999 11:43:25 -0500
> But this brings up another question then. Lets say that I have Computers
> at 6, which would give me the background skill Computer theory at 4.

Actually, it would give you the skill Background in Computers at 3.

> If I wanted to be as grounded in Theory as I was in practice, would I
> have to pay the full 6 points, or just 2?

At chargen, I would say you'd have to pay just the difference to get it up
to the same level of 6, so another 3 points.

> And also, after having done that, if I later raised
> my Computer skill, my Theory skill doesnt automatically increase
> anymore does it?

No, it doesn't.

--
(>) Texas 2-Step
El Paso: Never surrender. Never forget. Never forgive.

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