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<blockquote data-quote="Vocenoctum" data-source="post: 1074344" data-attributes="member: 2477"><p>on Character Generation:</p><p>It can take a while, sure, but mostly that's buying equipment. If you're making a D&D character at 15th level, it'd take a bit to buy equipment also.</p><p></p><p>The grace of it though, is it's not "a while" at the game table. It's point based and there's no dice rolling. For the first game or two, use the pregen archetypes and that's fine. After that, people make PCs and give them to ya, and you double check them, long before the game starts.</p><p></p><p>Magic is great. You have fewer spells in general, and they have a rating to determine strength (force). When you cast a spell, it channels the energy through you and you may take damage (drain) from it. If you play your dice right, you don't take any drain. I don't think my spellcasters have taken drain in 90% of their castings.</p><p></p><p>This means that you can also use magic out of the direct combat applications. If you have levitate, you can float the whole day, or levitate your coffee, or just about anything.</p><p></p><p>Decking> Most commonly neutered part of the game. It's involved is the main thing. If you trim it so that it doesn't take up a lot of time, you're really taking out most of the fun of being a decker. Best to do it ahead of time when you can, or to have other stuff for the PCs to do while it happens (such as legwork or surveillance).</p><p></p><p>Astral Projection> Basic mage's can go astral. It's most like casting ethereal jaunt, but can last hours and your body is left behind. In my games it's never been a problem, since in general it's more abstracted and doesn't take long at all. That depends on the astral security of the place of course.</p><p></p><p>It's a great game. Basic roll is your skill level or your attribute, plus floating dice from a pool. Everything is d6's.</p><p></p><p>Rule of 6: If you roll a 6, you roll anotehr die and add it to the 6. If you roll another 6, you add another die, etc. So, if the number you need is 10, you can still roll it on a d6 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Rules Complexity: It's just not there IMO. We have a regular player in our games that doesn't HAVE A RULEBOOK! She's never had a problem with any of the stuff. Outside of combat (which is very simple) there is little dice rolling and what there is usually boils down to "roll negotiation" and you rolling the dice of your skill in negotiation.</p><p></p><p>SR1 looked very complicated at first glance, but it's because it's a rulebook. Everything looks complicated until you've played it a bit and realize how easy it really is.</p><p></p><p>(IMO ofc.)</p></blockquote><p></p>
[QUOTE="Vocenoctum, post: 1074344, member: 2477"] on Character Generation: It can take a while, sure, but mostly that's buying equipment. If you're making a D&D character at 15th level, it'd take a bit to buy equipment also. The grace of it though, is it's not "a while" at the game table. It's point based and there's no dice rolling. For the first game or two, use the pregen archetypes and that's fine. After that, people make PCs and give them to ya, and you double check them, long before the game starts. Magic is great. You have fewer spells in general, and they have a rating to determine strength (force). When you cast a spell, it channels the energy through you and you may take damage (drain) from it. If you play your dice right, you don't take any drain. I don't think my spellcasters have taken drain in 90% of their castings. This means that you can also use magic out of the direct combat applications. If you have levitate, you can float the whole day, or levitate your coffee, or just about anything. Decking> Most commonly neutered part of the game. It's involved is the main thing. If you trim it so that it doesn't take up a lot of time, you're really taking out most of the fun of being a decker. Best to do it ahead of time when you can, or to have other stuff for the PCs to do while it happens (such as legwork or surveillance). Astral Projection> Basic mage's can go astral. It's most like casting ethereal jaunt, but can last hours and your body is left behind. In my games it's never been a problem, since in general it's more abstracted and doesn't take long at all. That depends on the astral security of the place of course. It's a great game. Basic roll is your skill level or your attribute, plus floating dice from a pool. Everything is d6's. Rule of 6: If you roll a 6, you roll anotehr die and add it to the 6. If you roll another 6, you add another die, etc. So, if the number you need is 10, you can still roll it on a d6 :) Rules Complexity: It's just not there IMO. We have a regular player in our games that doesn't HAVE A RULEBOOK! She's never had a problem with any of the stuff. Outside of combat (which is very simple) there is little dice rolling and what there is usually boils down to "roll negotiation" and you rolling the dice of your skill in negotiation. SR1 looked very complicated at first glance, but it's because it's a rulebook. Everything looks complicated until you've played it a bit and realize how easy it really is. (IMO ofc.) [/QUOTE]
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