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Recommend me a few Shadowrun 4E Books
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<blockquote data-quote="Nifft" data-source="post: 5538668" data-attributes="member: 6562"><p><strong>Street Magic</strong> has some good stuff, but also a bunch of bad stuff. On balance IMHO it's worth your money, but I recommend you read through it and add specific things rather than just allowing everything into your game. My recommendation is to <u>not</u> allow the new traditions, and just let the Hermetic and Shamanic traditions gain access to a new spirit type or two... <u>after</u> you play with the core traditions for a while. Spirits are powerful and complicated enough in the Core rules. You won't need new ones for quite some time.</p><p></p><p>Bug Spirits, and some other proto-horrors (like Wraiths), appear in Street Magic.</p><p></p><p>Same deal with <strong>Runner's Companion</strong>. There are some nice options in there, but there's also a lot of pointless stuff, and some stuff which should be thrown away. Read and selectively add, or let someone in your group read and recommend specific additions. Free Spirits merit their own discussion: they are either horribly broken or terribly underpowered, depending on how you read the Force rule. If I allow those, I'll be re-writing their rules from scratch.</p><p></p><p><strong>Arsenal</strong> and <strong>Augmentation</strong> are decent. For the former, some of the rules are underpowered (like martial arts), but underpowered is not a problem so long as you're aware of it. Some of the equipment is overpowered, especially if you're using antagonists straight out of the books.</p><p></p><p>I read through <strong>Unwired</strong>, but I didn't see how those rules would add to my game, so I didn't even try them in play. Recommend ignoring entirely.</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 5538668, member: 6562"] [b]Street Magic[/b] has some good stuff, but also a bunch of bad stuff. On balance IMHO it's worth your money, but I recommend you read through it and add specific things rather than just allowing everything into your game. My recommendation is to [u]not[/u] allow the new traditions, and just let the Hermetic and Shamanic traditions gain access to a new spirit type or two... [u]after[/u] you play with the core traditions for a while. Spirits are powerful and complicated enough in the Core rules. You won't need new ones for quite some time. Bug Spirits, and some other proto-horrors (like Wraiths), appear in Street Magic. Same deal with [b]Runner's Companion[/b]. There are some nice options in there, but there's also a lot of pointless stuff, and some stuff which should be thrown away. Read and selectively add, or let someone in your group read and recommend specific additions. Free Spirits merit their own discussion: they are either horribly broken or terribly underpowered, depending on how you read the Force rule. If I allow those, I'll be re-writing their rules from scratch. [b]Arsenal[/b] and [b]Augmentation[/b] are decent. For the former, some of the rules are underpowered (like martial arts), but underpowered is not a problem so long as you're aware of it. Some of the equipment is overpowered, especially if you're using antagonists straight out of the books. I read through [b]Unwired[/b], but I didn't see how those rules would add to my game, so I didn't even try them in play. Recommend ignoring entirely. Cheers, -- N [/QUOTE]
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