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From: runnerpaul@*****.com runnerpaul@*****.com
Subject: SR2 v. SR3 [was: Re: Deciper press release link]
Date: Fri, 10 Sep 1999 23:09:17 -0400 (EDT)
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At 11:38 AM 9/10/99 -0500, Mark Fender wrote:
::If you already have the book, I'd suggest that you read through it
::again. There are a lot of good things in there.
:
:But, but it's so thick!! Does anyone have any definite magic changes
: they'd care to mention?

Well, there's the most obvious one: under SR2, Spell Success Tests
were made by rolling dice equal to the Force of the spell; under SR3,
the spellcaster's Sorcery dice are rolled to determine how successful
the spell is.

This brings use of the Sorcery skill more in line with uses of other
skills, such as Pistols skill, or Computer skill.


Another one of my favorite changes is the PhysAd Power of Improved
Reflexes. Under SR2, there were two separate PhysAd Powers: Increased
Reaction, and Increased Reflexes. The amount of Magic Attribute a
PhysAd would spend on Increased Reflexes started out cheaper when
compared to what a Sammy would pay essence-wise for Wired Reflexes,
but then for levels 2 and 3 Increased Reflexes became comparably more
expensive than Wired. Not only that, but Increased Reflexes provided
_only_ extra initiative dice; to match the +2 Reaction per level, a
PhysAd had to spend even more Magic Attribute on the Increased
Reaction power.

In general, the PhysAd would always be spending more Magic to be
faster than a Sammy would be spending essence. With SR3, Increased
Reaction and Increased Reflexes have been scrapped, in favor of a new
power: Improved Reflexes, which costs the same amount of Adept Power
Points as Wired Reflexes costs essence, and provides identical
benefits.


Those are just two of many changes.

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