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RPG Freebies, Bundles, and Sales News (December 11, 2022)
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<blockquote data-quote="Abstruse" data-source="post: 8859706" data-attributes="member: 6669048"><p>4e. 3rd Edition is mostly a streamlining and updating of 2nd Ed that fixes the initiative system, adds some balance to skills, overhauls decking with the optional rules from Virtual Realities 2.0 that <em>vastly </em>speeds up decking (it's still a minigame separate from any other mechanics, but it's a much faster paced one than the dungeon crawl decking of 1e/2e), and otherwise tweaks a lot of rules.</p><p></p><p>4e is where the rules undergo a massive overhaul with the fixed target number, adding two attributes so Quickness/Intelligence is no longer game-breaking, and basically rebuilds most of the systems from the ground up including decking (now hacking and is no longer a completely separate minigame) and magic (which strips all the cultural markers from the magic system and jettisons a lot of the more problematic cultural appropriation previously baked into the system). 5e and 6e are evolutions of this system with their own attempts to refine it (5e places limits on the number of successes you can use in any particular roll no matter what the dice says that fixes a lot of problems of dice pool bloat but creates an unfun situation where you roll well but it doesn't mean anything because of the limits, 6e ditches limits and adds the Karma Pool system which functions more like a metacurrency to allow characters to do cool stuff like different special actions instead of just adding/subtracting from the dice pool).</p></blockquote><p></p>
[QUOTE="Abstruse, post: 8859706, member: 6669048"] 4e. 3rd Edition is mostly a streamlining and updating of 2nd Ed that fixes the initiative system, adds some balance to skills, overhauls decking with the optional rules from Virtual Realities 2.0 that [I]vastly [/I]speeds up decking (it's still a minigame separate from any other mechanics, but it's a much faster paced one than the dungeon crawl decking of 1e/2e), and otherwise tweaks a lot of rules. 4e is where the rules undergo a massive overhaul with the fixed target number, adding two attributes so Quickness/Intelligence is no longer game-breaking, and basically rebuilds most of the systems from the ground up including decking (now hacking and is no longer a completely separate minigame) and magic (which strips all the cultural markers from the magic system and jettisons a lot of the more problematic cultural appropriation previously baked into the system). 5e and 6e are evolutions of this system with their own attempts to refine it (5e places limits on the number of successes you can use in any particular roll no matter what the dice says that fixes a lot of problems of dice pool bloat but creates an unfun situation where you roll well but it doesn't mean anything because of the limits, 6e ditches limits and adds the Karma Pool system which functions more like a metacurrency to allow characters to do cool stuff like different special actions instead of just adding/subtracting from the dice pool). [/QUOTE]
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