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Shadowrun Sixth World Beginner Box Review
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<blockquote data-quote="Abstruse" data-source="post: 7779687" data-attributes="member: 6669048"><p>I'm going to review it just for my YouTube channel, but one of the first 6e sourcebook is the media sourcebook No Future, and Karl Kombatmage gets a nice feature in it.</p><p></p><p></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">Ehhh...not really, but the distinction requires history of the system. The Karma Pool in 3e was meant to be a very small resource that grew as you gained experience (one tenth of all the Karma (aka XP) you received went to upgrading your Karma Pool) and gave you special advantages like re-rolls, extra dice, stuff like that. It was carried over with modifications from 1e and 2e. It evolved drastically for 4e into Edge and became a more important tool as it became its own special attribute, the pool was larger, and it refreshed more often. Plus it replaced the various task-oriented dice pools like Combat Pool, Hacking Pool, Control Pool, etc. In 5e it became absolutely critical as the only way around Limits was to spend Edge on a roll (thus the "Be Awesome Tax"). It's just another step in the evolution.</span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E"></span></p><p>I don't know a lot about character creation because it's not part of the Quickstart, but a bit of information came out through Shadowcasters Network and their Q&As as well as their interview with line developer Jason Hardy. I personally never had a problem with a shadowrunner team being filled with rare metavariants and magicians even though they're supposed to be rare because...well, shadowrunners are supposed to be rare and they're supposed to be the outcasts of society who can't earn a regular living or who want freedom from the corporate machine. So it makes sense that you're going to run into more mages and technomancers in the shadows.</p><p></p><p>And I know nothing about the security zones. They're not mentioned in the quickstart and, as far as I'm aware, haven't come up on any of the interviews or Q&As yet. Really though, the rules have always been there, it's just been a matter of GMs not really enforcing it. The players are going to try to sneak their two meter long Panther assault cannon into the middle of a downtown bank no matter what, and adding in the fight with the police trying to stop them just derails the actual adventure and turns it into tabletop GTA, so a lot of GMs just let the players get away with it to save the hassle.</p></blockquote><p></p>
[QUOTE="Abstruse, post: 7779687, member: 6669048"] I'm going to review it just for my YouTube channel, but one of the first 6e sourcebook is the media sourcebook No Future, and Karl Kombatmage gets a nice feature in it. [COLOR=#3E3E3E] Ehhh...not really, but the distinction requires history of the system. The Karma Pool in 3e was meant to be a very small resource that grew as you gained experience (one tenth of all the Karma (aka XP) you received went to upgrading your Karma Pool) and gave you special advantages like re-rolls, extra dice, stuff like that. It was carried over with modifications from 1e and 2e. It evolved drastically for 4e into Edge and became a more important tool as it became its own special attribute, the pool was larger, and it refreshed more often. Plus it replaced the various task-oriented dice pools like Combat Pool, Hacking Pool, Control Pool, etc. In 5e it became absolutely critical as the only way around Limits was to spend Edge on a roll (thus the "Be Awesome Tax"). It's just another step in the evolution. [/COLOR] I don't know a lot about character creation because it's not part of the Quickstart, but a bit of information came out through Shadowcasters Network and their Q&As as well as their interview with line developer Jason Hardy. I personally never had a problem with a shadowrunner team being filled with rare metavariants and magicians even though they're supposed to be rare because...well, shadowrunners are supposed to be rare and they're supposed to be the outcasts of society who can't earn a regular living or who want freedom from the corporate machine. So it makes sense that you're going to run into more mages and technomancers in the shadows. And I know nothing about the security zones. They're not mentioned in the quickstart and, as far as I'm aware, haven't come up on any of the interviews or Q&As yet. Really though, the rules have always been there, it's just been a matter of GMs not really enforcing it. The players are going to try to sneak their two meter long Panther assault cannon into the middle of a downtown bank no matter what, and adding in the fight with the police trying to stop them just derails the actual adventure and turns it into tabletop GTA, so a lot of GMs just let the players get away with it to save the hassle. [/QUOTE]
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