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Newbie: Just bought 5e, need translation help
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<blockquote data-quote="fireinthedust" data-source="post: 6239208" data-attributes="member: 51930"><p>While I know other games well, this is my first foray into Shadowrun since I saw the first edition in grade six. I've always liked the Street Samurai picture, and some of the concepts; admittedly, I'd want to rig my own setting for my own games, but I do that with everything. It's interesting reading something that was generated as D&D with tech, way before 3e was even an idea (heck, before skills n powers in 2e), and how it's evolved over 20 years. </p><p></p><p>Anyhoo, I'm trying to wrap my head around the 5e rules. It's a bit complicated, making characters, and some details I'm trying to map where the answers would be. I get the feeling the game is designed with gamers in mind more than new gamers, but that could just be because I'm only now sifting through the book. Having 60 pages of fluff before the char gen rules may be adding to this (mis?) perception on my first read-through.</p><p> </p><p> My newb players would likely just want pre-gens or need hand-holding the first time through. I'm not so sure about the concept of multiple Initiatives in a round, or how it plays as I'm just reading... but:</p><p></p><p>Would I be right in thinking that all the numbers are each a pool of dice? At that point, it seems playing would be really easy: look at what you want to do, then roll that pool of dice. </p><p></p><p>Would one add Skill group dice to individual skill dice? So if I have Athletics 2, would I add my dice for Jumping3 to make a pool of 5 dice?</p><p></p><p>Is combat slow? Or does it play fairly fast? I'm thinking in terms of how fast round the table it goes.</p><p></p><p>The art is fantastic.</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 6239208, member: 51930"] While I know other games well, this is my first foray into Shadowrun since I saw the first edition in grade six. I've always liked the Street Samurai picture, and some of the concepts; admittedly, I'd want to rig my own setting for my own games, but I do that with everything. It's interesting reading something that was generated as D&D with tech, way before 3e was even an idea (heck, before skills n powers in 2e), and how it's evolved over 20 years. Anyhoo, I'm trying to wrap my head around the 5e rules. It's a bit complicated, making characters, and some details I'm trying to map where the answers would be. I get the feeling the game is designed with gamers in mind more than new gamers, but that could just be because I'm only now sifting through the book. Having 60 pages of fluff before the char gen rules may be adding to this (mis?) perception on my first read-through. My newb players would likely just want pre-gens or need hand-holding the first time through. I'm not so sure about the concept of multiple Initiatives in a round, or how it plays as I'm just reading... but: Would I be right in thinking that all the numbers are each a pool of dice? At that point, it seems playing would be really easy: look at what you want to do, then roll that pool of dice. Would one add Skill group dice to individual skill dice? So if I have Athletics 2, would I add my dice for Jumping3 to make a pool of 5 dice? Is combat slow? Or does it play fairly fast? I'm thinking in terms of how fast round the table it goes. The art is fantastic. [/QUOTE]
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