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Shadowrun Sixth World Beginner Box Review
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<blockquote data-quote="Abstruse" data-source="post: 7779659" data-attributes="member: 6669048"><p>In combat, the first step of every attack is determining who gets edge. That goes in three steps.</p><p></p><p>1) Compare Attack Value versus Defense Value. If the AV is 4 or more higher, the attacker gets 1 edge. Since your AV is determined by your weapon and your range, this will lead to you wanting to get in position as an attacker (some weapons do better at Near range than at Close or Medium). It's all listed on the gear card for each weapon so it's easy to reference.</p><p></p><p>2) Compare situations. If one side as a distinct advantage over the other, they get an Edge. I have low-light or thermographic vision in a dark room and you have neither, I get an edge. Or we're in a mall and I've got my AR turned on but yours is turned off, you get an Edge because I'm distracted by all the pop-up ads trying to get me to buy the New Nerps Cherry (with 75% more nutrition!) and can't see straight. Basically, this is where the tactical stuff comes in as you'll be jockeying each turn to make sure you've got this advantage.</p><p></p><p>3) If you have gear that gives you a point of Edge under a certain circumstance, you get one. None of the gear in the Quickstart has this, so it's hard to say what that means exactly.</p><p></p><p>The idea is to get the players constantly thinking about where they are in combat and what the situation is and having them adjust to always have the upper hand so they're always getting 2-3 Edge per turn, and also <em>spending </em>that edge every turn or two because you can't really stockpile it - the cap is 7 and you lose anything over your Edge attribute that you don't spend at the end of the encounter.</p><p></p><p>It takes a bit to get used to (which is why I recommend a straight-up Food Fight run to get the hang of it before adding on anything more serious than "these gangers picked the wrong convenience store to rob" to the mix), but once you've got your head around how it works and what you can do with it, it opens up a lot of tactics and gets the players doing more than just standing in one spot firing at the baddies every round.</p></blockquote><p></p>
[QUOTE="Abstruse, post: 7779659, member: 6669048"] In combat, the first step of every attack is determining who gets edge. That goes in three steps. 1) Compare Attack Value versus Defense Value. If the AV is 4 or more higher, the attacker gets 1 edge. Since your AV is determined by your weapon and your range, this will lead to you wanting to get in position as an attacker (some weapons do better at Near range than at Close or Medium). It's all listed on the gear card for each weapon so it's easy to reference. 2) Compare situations. If one side as a distinct advantage over the other, they get an Edge. I have low-light or thermographic vision in a dark room and you have neither, I get an edge. Or we're in a mall and I've got my AR turned on but yours is turned off, you get an Edge because I'm distracted by all the pop-up ads trying to get me to buy the New Nerps Cherry (with 75% more nutrition!) and can't see straight. Basically, this is where the tactical stuff comes in as you'll be jockeying each turn to make sure you've got this advantage. 3) If you have gear that gives you a point of Edge under a certain circumstance, you get one. None of the gear in the Quickstart has this, so it's hard to say what that means exactly. The idea is to get the players constantly thinking about where they are in combat and what the situation is and having them adjust to always have the upper hand so they're always getting 2-3 Edge per turn, and also [I]spending [/I]that edge every turn or two because you can't really stockpile it - the cap is 7 and you lose anything over your Edge attribute that you don't spend at the end of the encounter. It takes a bit to get used to (which is why I recommend a straight-up Food Fight run to get the hang of it before adding on anything more serious than "these gangers picked the wrong convenience store to rob" to the mix), but once you've got your head around how it works and what you can do with it, it opens up a lot of tactics and gets the players doing more than just standing in one spot firing at the baddies every round. [/QUOTE]
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