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<blockquote data-quote="Abstruse" data-source="post: 6158269" data-attributes="member: 6669048"><p>Generally no. Defenders don't have limits for most rolls. The notation I used is important because it's standard throughout the book. Here's what a static (non-opposed) test looks like:</p><p></p><p>Skill + Attribute [Limit] (#)</p><p></p><p>The skill and attribute are, well, the skill and attribute you use. The Limit is the specific limit that you use for that roll. The # in parenthesis is the Threshold of the test, or the number of hits you have to get to succeed. Note: Not all tests are going to be Skill + Attribute, but the majority of them will be. Rarely, you'll get a combination of two attributes, like Agility + Intuition.</p><p></p><p>Opposed tests, on the other hand, are notated as follows:</p><p></p><p>Skill + Attribute [Limit] v Skill + Attribute.</p><p></p><p>I've never seen a single one have the defender with a Limit, but it may be possible.</p><p></p><p>Also, there are two types of Limits. The first are Inherent Limits, of which there are three: Mental, Physical, and Social. They're determined using a weighted average of three different attributes. For example, your Physical Limit is (Strength x 2) + Reaction + Body, then that total is divided by three round up (you normally round down in Shadowrun so this is an exception). This has been an AMAZING boost to the game as the attributes they give more weight to are almost always used as dump stats in every other edition of the game.</p><p></p><p>The other type of limit is the Gear Limit. This means some attribute of a piece of gear you're using. It could be the Data Processing attribute of your cyberdeck, or the Accuracy rating of your gun. Gear Limits ALWAYS take precedent over Inherent Limits.</p><p></p><p>Oh, and yeah, you're going to need a LOT of six-sided dice for Shadowrun. A minimum of 10d6 per player and probably closer to 20d6. Before I started a campaign in the 3rd Edition of the game last year, I went on Amazon and specifically bought 200d6...for a three player game. Cost me about $20 too, so that was a pretty good deal. Also, I think dice with pips on them rather than numerals work better for Shadowrun, but I've had people disagree.</p></blockquote><p></p>
[QUOTE="Abstruse, post: 6158269, member: 6669048"] Generally no. Defenders don't have limits for most rolls. The notation I used is important because it's standard throughout the book. Here's what a static (non-opposed) test looks like: Skill + Attribute [Limit] (#) The skill and attribute are, well, the skill and attribute you use. The Limit is the specific limit that you use for that roll. The # in parenthesis is the Threshold of the test, or the number of hits you have to get to succeed. Note: Not all tests are going to be Skill + Attribute, but the majority of them will be. Rarely, you'll get a combination of two attributes, like Agility + Intuition. Opposed tests, on the other hand, are notated as follows: Skill + Attribute [Limit] v Skill + Attribute. I've never seen a single one have the defender with a Limit, but it may be possible. Also, there are two types of Limits. The first are Inherent Limits, of which there are three: Mental, Physical, and Social. They're determined using a weighted average of three different attributes. For example, your Physical Limit is (Strength x 2) + Reaction + Body, then that total is divided by three round up (you normally round down in Shadowrun so this is an exception). This has been an AMAZING boost to the game as the attributes they give more weight to are almost always used as dump stats in every other edition of the game. The other type of limit is the Gear Limit. This means some attribute of a piece of gear you're using. It could be the Data Processing attribute of your cyberdeck, or the Accuracy rating of your gun. Gear Limits ALWAYS take precedent over Inherent Limits. Oh, and yeah, you're going to need a LOT of six-sided dice for Shadowrun. A minimum of 10d6 per player and probably closer to 20d6. Before I started a campaign in the 3rd Edition of the game last year, I went on Amazon and specifically bought 200d6...for a three player game. Cost me about $20 too, so that was a pretty good deal. Also, I think dice with pips on them rather than numerals work better for Shadowrun, but I've had people disagree. [/QUOTE]
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