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Shadowrun Sixth Edition Announced!
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<blockquote data-quote="Abstruse" data-source="post: 7778883" data-attributes="member: 6669048"><p>I haven't seen the full system yet (I've got a review copy coming my way soon where I'll do a full breakdown), but the way it sounds is they're switching to a fixed initiative system like D&D's where you roll once at the start of combat then just go around like that. <em>However</em>, you will be able to move around that initiative order in various ways (spending Edge, use of gear/cyberware/spells, stuff like that). They've also streamlined actions down to two categories, Major and Minor (previously it was Complex, Simple, Free, and Movement I believe). You get one Major and two Minor actions per turn as default, movement is a Minor action (so it's no longer separate from the rest of the action economy), and the Speed Demon character builds with wired reflexes (that would normally get 2-4 turns per round) now just get more actions. Seems like a fair balance between "everyone gets to do something in combat instead of watching the Street Sam put on a gallery shooting exhibition" and "characters that invest in speed-altering effects don't feel fast".</p><p> </p><p></p><p></p><p>This wasn't actually intentional in the modern era best as I can tell. When FanPro did the time jump in 4e, they messed with that "60 years 6 months" formula, but then when FanPro ran into its financial troubles and schedule slips then the delay when Catalyst took over the license, it ended up catching back up to the time skip.</p></blockquote><p></p>
[QUOTE="Abstruse, post: 7778883, member: 6669048"] I haven't seen the full system yet (I've got a review copy coming my way soon where I'll do a full breakdown), but the way it sounds is they're switching to a fixed initiative system like D&D's where you roll once at the start of combat then just go around like that. [I]However[/I], you will be able to move around that initiative order in various ways (spending Edge, use of gear/cyberware/spells, stuff like that). They've also streamlined actions down to two categories, Major and Minor (previously it was Complex, Simple, Free, and Movement I believe). You get one Major and two Minor actions per turn as default, movement is a Minor action (so it's no longer separate from the rest of the action economy), and the Speed Demon character builds with wired reflexes (that would normally get 2-4 turns per round) now just get more actions. Seems like a fair balance between "everyone gets to do something in combat instead of watching the Street Sam put on a gallery shooting exhibition" and "characters that invest in speed-altering effects don't feel fast". This wasn't actually intentional in the modern era best as I can tell. When FanPro did the time jump in 4e, they messed with that "60 years 6 months" formula, but then when FanPro ran into its financial troubles and schedule slips then the delay when Catalyst took over the license, it ended up catching back up to the time skip. [/QUOTE]
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