Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Ask me about Shadowrun 4th!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kigmatzomat" data-source="post: 2511401" data-attributes="member: 9254"><p>I'm one of the lucky ones to latch onto it from GenCon so ask away! I'm planning on writing a review of it in the next 2-3 days once I catch up on work. FYI, I read the hacking section while exhausted so not a whole lot of that stuck. I'll answer hacking questions when I'm home with the book handy. </p><p></p><p>Here are the highlights:</p><p>It is still Shadowrun. It has the visceral joy of rolling a fistful of d6s and watching things explode. There are mages, deckers, riggers, street sams, etc. I've been playing since SR1 so I'm pretty well versed in the feel and meme of Shadowrun. I can envision my past characters in this system without any significant revisions. </p><p></p><p>Chargen: point based, like the one from the players' guides that virtually everyone has been using for the last couple of years. I'm sure a purist can recreate the priority table if they absolutely must. </p><p></p><p>attributes: They've changed some. Quickness is renamed Agility, Reaction is a base stat instead of derived, and Intelligence is split into Intuition and Logic. Essence still starts at 6 but Magic starts at 0 and has to be bought up. (No, that doesn't screw mages and I'll get to that.) Initative is derived from Agility + Intuition. the Karma Pool has been morphed into the Edge stat, which begins at 1 and maxes out at 6 except for humans (2-7). A 6 (or whatever racial limit is) costs 2.5x more at chargen than a 5 to "encourage" people to be less 2-dimensional and have a wider range of stats. </p><p></p><p>Magic: Cannot exceed Essence without Initiation and you still lose Magic when you lose Essence but I see nothing that says you lose Magic with lethal damage. Woot! Since magical aptitude is a merit you can buy after character creation you can have a samurai with only 1 essence that has a Magic rating and casts spells. </p><p></p><p>Essence Loss: Cyber & Bioware both cost essence but are tracked separately. Essence loss = (Max of Cyber or Bioware) + (Min of Cyber or Bioware)/2. So if you have 4E of Cyber and 3.99E of Bio your Essence loss is 4+(3.99/2)= 5.995. No spellcasting for you. </p><p></p><p>Damage: Wound tracks are based on stats: Physical is 8 + Body/2, Stun is 8 + Willpower/2. Every 3 boxes of damage is a -1 penalty. Trolls stay on their feet longer than elves but the troll will have a higher penalty before he finally collapses.</p><p></p><p>Skills: now top out at 6 unless you buy a merit, or "positive quality" as they've started calling them since they used "Edge" to replace "karma pool." They have a select number of Skill Groups; these are bundles of 3-4 skills that you can buy as a package at a discount, saving either 2 or 6 karma/build points depending on the number of skills in the Group. More useful Groups, like Firearms, only have 3 skills while those not so common , e.g. Mechanic, have 4. </p><p></p><p>No skill web, just take a -2 penalty when defaulting unless the skill is flagged "no default." I agree that there are some skills you can't default on without real knowledge.</p><p></p><p></p><p>Dice resolution:</p><p>Everything is Skill+Stat or Stat+Stat vs. TN5. Actual difficulty is now set in number of successes not quality of successes. 90% of things are Skill+Stat but sometimes you might want Stat+Stat when there's no really applicable skill, such as when holding a door shut (Body+Strength). </p><p></p><p>Bonuses add dice, penalties subtract them. </p><p></p><p>No re-rolling 6s EXCEPT WHEN SPENDING EDGE. The use of Edge invokes a new Rule of 6 that states "any 6 is a success. Roll each 6 again; every 5 or 6 is another success. Continue to roll 6s." This means you could get a lot of extra successes when spending Edge. </p><p></p><p></p><p>Magical Traditions</p><p>Hermetic & Shamanic has been simplified a smidgen. Both now summon the same way and use Lodges. They summon different spirits and use different stats to resist summoning Drain (Logic for Mages, Cha for Shamans) but are fundamentally similar. Summoners can chill out; binding rituals can tie a spirit down to force delayed services that are pretty similar to the old way mages summoned elementals while the conjuring skill will pull in a spirit right then and there. </p><p></p><p>Other traditions exist or can be created. Just specify the stat and spirits associated. Enjoy. </p><p></p><p></p><p>Adepts get Power points equal to their Magic rating. Unfortunately I see no way for them to get more without Initiating.</p><p></p><p>Initiation is in the core rules and the fundamental Metamagics are present. Initiation increases your max Magic by +1 and gives you 1 metamagic. You still need to spend karma to increase your Magic stat, though.</p><p></p><p>Foci are all present and generally add bonus dice.</p><p></p><p>Spells</p><p>You no longer learn a spell with a Force rating. You learn Manaball and when you cast it you set the Force. If you want to cast it at Force 200 go ahead but if the Force is greater than your Magic you will take Physical drain. </p><p></p><p>Force limits the number of success you can get on a spell and it controls the Drain. Drain is typically (Force/2) plus or minus 1-4. That rating is in number of boxes of damage. </p><p></p><p>Spells vs. people are resisted by Will+CounterSpelling, the skill used for Spell Defense. </p><p>Spells vs. Inanimate objects are generally unresisted but the Object Resistance Table makes a come back with a number of successes required for the spell to work (1-4+). </p><p></p><p>.....</p><p></p><p>My brain is tired and I'm hungry. I'll try to respond to questions later as work allows.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 2511401, member: 9254"] I'm one of the lucky ones to latch onto it from GenCon so ask away! I'm planning on writing a review of it in the next 2-3 days once I catch up on work. FYI, I read the hacking section while exhausted so not a whole lot of that stuck. I'll answer hacking questions when I'm home with the book handy. Here are the highlights: It is still Shadowrun. It has the visceral joy of rolling a fistful of d6s and watching things explode. There are mages, deckers, riggers, street sams, etc. I've been playing since SR1 so I'm pretty well versed in the feel and meme of Shadowrun. I can envision my past characters in this system without any significant revisions. Chargen: point based, like the one from the players' guides that virtually everyone has been using for the last couple of years. I'm sure a purist can recreate the priority table if they absolutely must. attributes: They've changed some. Quickness is renamed Agility, Reaction is a base stat instead of derived, and Intelligence is split into Intuition and Logic. Essence still starts at 6 but Magic starts at 0 and has to be bought up. (No, that doesn't screw mages and I'll get to that.) Initative is derived from Agility + Intuition. the Karma Pool has been morphed into the Edge stat, which begins at 1 and maxes out at 6 except for humans (2-7). A 6 (or whatever racial limit is) costs 2.5x more at chargen than a 5 to "encourage" people to be less 2-dimensional and have a wider range of stats. Magic: Cannot exceed Essence without Initiation and you still lose Magic when you lose Essence but I see nothing that says you lose Magic with lethal damage. Woot! Since magical aptitude is a merit you can buy after character creation you can have a samurai with only 1 essence that has a Magic rating and casts spells. Essence Loss: Cyber & Bioware both cost essence but are tracked separately. Essence loss = (Max of Cyber or Bioware) + (Min of Cyber or Bioware)/2. So if you have 4E of Cyber and 3.99E of Bio your Essence loss is 4+(3.99/2)= 5.995. No spellcasting for you. Damage: Wound tracks are based on stats: Physical is 8 + Body/2, Stun is 8 + Willpower/2. Every 3 boxes of damage is a -1 penalty. Trolls stay on their feet longer than elves but the troll will have a higher penalty before he finally collapses. Skills: now top out at 6 unless you buy a merit, or "positive quality" as they've started calling them since they used "Edge" to replace "karma pool." They have a select number of Skill Groups; these are bundles of 3-4 skills that you can buy as a package at a discount, saving either 2 or 6 karma/build points depending on the number of skills in the Group. More useful Groups, like Firearms, only have 3 skills while those not so common , e.g. Mechanic, have 4. No skill web, just take a -2 penalty when defaulting unless the skill is flagged "no default." I agree that there are some skills you can't default on without real knowledge. Dice resolution: Everything is Skill+Stat or Stat+Stat vs. TN5. Actual difficulty is now set in number of successes not quality of successes. 90% of things are Skill+Stat but sometimes you might want Stat+Stat when there's no really applicable skill, such as when holding a door shut (Body+Strength). Bonuses add dice, penalties subtract them. No re-rolling 6s EXCEPT WHEN SPENDING EDGE. The use of Edge invokes a new Rule of 6 that states "any 6 is a success. Roll each 6 again; every 5 or 6 is another success. Continue to roll 6s." This means you could get a lot of extra successes when spending Edge. Magical Traditions Hermetic & Shamanic has been simplified a smidgen. Both now summon the same way and use Lodges. They summon different spirits and use different stats to resist summoning Drain (Logic for Mages, Cha for Shamans) but are fundamentally similar. Summoners can chill out; binding rituals can tie a spirit down to force delayed services that are pretty similar to the old way mages summoned elementals while the conjuring skill will pull in a spirit right then and there. Other traditions exist or can be created. Just specify the stat and spirits associated. Enjoy. Adepts get Power points equal to their Magic rating. Unfortunately I see no way for them to get more without Initiating. Initiation is in the core rules and the fundamental Metamagics are present. Initiation increases your max Magic by +1 and gives you 1 metamagic. You still need to spend karma to increase your Magic stat, though. Foci are all present and generally add bonus dice. Spells You no longer learn a spell with a Force rating. You learn Manaball and when you cast it you set the Force. If you want to cast it at Force 200 go ahead but if the Force is greater than your Magic you will take Physical drain. Force limits the number of success you can get on a spell and it controls the Drain. Drain is typically (Force/2) plus or minus 1-4. That rating is in number of boxes of damage. Spells vs. people are resisted by Will+CounterSpelling, the skill used for Spell Defense. Spells vs. Inanimate objects are generally unresisted but the Object Resistance Table makes a come back with a number of successes required for the spell to work (1-4+). ..... My brain is tired and I'm hungry. I'll try to respond to questions later as work allows. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Ask me about Shadowrun 4th!
Top