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MuscaDomestica
Apr 27, 2017



Shadowrun 6e is weird, all editions of Shadowrun are people trying to fix errors in earlier editions with limited amount of successes. (ie the addition of Limits in 5e was done to control some of the out of control dice pools in 4e) Half the fixes in 6e seem to be fixing problems that no one had or trying to fix long standing problems in the worst way imaginable.


hyphz posted:

Edge is...

Well, ok. Imagine that somebody jumped on Fate Points in a dark alley and force-fed them whiskey until they were barely able to stand, and you've got an idea of how Edge works. We'll go into this more later, but essentially, any time something plays into your strengths, or you play into someone else's weaknesses, you get a point of Edge. Then, you spend the points of Edge to get boosts on your rolls or take special actions. This is intended to replace a whole bunch of more complex mechanics from previous editions. For example, armor and weapons don't have damage reductions, clip sizes, rates of fire, and so on any more; they just have Attack and Defense ratings (AR and DR) which are compared to work out Edge.

There are 30+ ways to spend edge in the game some of them can only be done before your roll and some only after. It seems to be a hybrid of constantly shifting Initiative in Exalted 3rd and the implication of advantage in Dungeons and Dragons 5e. There are way too many ways to spend edge (about 25+ ways) that all have different timing rules and effects.

Lots of advantages and items that effect when you can use edge (aiming then shooting someone with a scope prevents them from gaining edge defensively)


hyphz posted:

This simple fact should cause alarm bells to start to ring. This means that if you leave a skill at 5 instead of 6 in character generation, it'll cost you 30 in-game Karma to get that skill to 6, or on average 10 sessions. In the meantime, the guy across the table has raised 3 skills (or more likely, attributes) from 1 to 2, or 2 from 2 to 3. In other words, you're potentially hugely rewarded for aggressive minmaxing at character generation. This is especially the case if you're thinking of hitting the highest skill levels in play. If you want a skill at 7, you'll really want to take the Aptitude at character generation for 12 Karma and then spend one of your skill points on it, as opposed to spending the whopping 47 Karma for Aptitude plus the seventh point during play.


There are also advantages and disadvantages that are the most broken I have seen in an RPG.
-Analytical Mind, costs 3 karma free edge when doing a logic roll
-Gear Head costs 10 karma you gain a free edge on repair tests (which are not defined but look like rolling engineering+logic)

MuscaDomestica fucked around with this message at 10:16 on Oct 7, 2019

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MuscaDomestica
Apr 27, 2017



It is easy to see the progression in Shadowrun where they kept on "simplifying" the magic system, removing all complications yet doing nothing to the rest of the game.

Spells used to cost as much as skills, you could only cast to the power level you payed points. In fourth edition they made all spells cost a base five karma. This means that a mage can buy multiple brand new tricks for the cost of the other characters getting one extra die for their abilities.

Spirits used to have complicated rules depending on the type of mage. Hermetic could only bind them at high cost and Shamans could only summon one at a time and only in a place that resonated with the element. The spirit would immediately dissipate at sunrise/sunset. They got rid of binding and replaced it with all mages summoning multiples of five types (up to 3x Magic in power) and they last a full day so it is easier to heal any damage that occurs while summoning. Also Spirits in 6e have not had any of their power lowered even though all weapons and items got re balanced for the new armor rules. (except for grenades)

Mages used to be delicate, non magic healing had a chance to disrupt their essence making it harder to heal the characters. Magic users used to have the chance to permanently loose magic. By sixth it is much easier to heal mages and there is no chance to loose magic (except for the critical fail tables which are special...)

MuscaDomestica
Apr 27, 2017



If I remember correctly the Viator of Nullspace's stats worked well in second edition. Its charms prevented it from one being one shotted and had a lot more tricks then generic perfect defenses.

MuscaDomestica
Apr 27, 2017



Looks like Illithids are going to be driving the plot to Baldur's Gate 3, they released the opening cinematic which shows one of their cool Spelljammer Ships as well as the main character being implanted with a tadpole.

https://www.youtube.com/watch?v=_hqgv0pU0EM

MuscaDomestica
Apr 27, 2017



One of the few good things that 6e Shadowrun did was get rid of the lowered mental attribute maximums for Orcs and Trolls. Near the end of 5e they mentioned the lowered numbers were because of systematic racism and not because the two groups were less intelligent.

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MuscaDomestica
Apr 27, 2017



PurpleXVI posted:

It still amazes me that through six editions in a game where technology is supposed to be a core focus, the hacking mechanics have never been cleaned up and made into something I actually want to engage with.

They did take some things from the video games, the last 5e matrix book added useful stuff like hackers improving the aiming of guns and assisting characters using technology. Gave them stuff to do in combat that doesn't take three rounds.

None of this was added to sixth edition.

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