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Marcus

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« Reply #735 on: <07-02-19/1445:27> »
On a first glance, the edge effects donīt look really convincing, especially the 1 Edge - 1 Dice - reroll.

However, I wouldnīt underestimate the fact that you can choose when and for what particular effect you want to spend Edge. 1 Edge != 1 Dice.

Can anyone tell how this 2 Edge-Limit works? Is that really part of the rules? Is it just for one Action or one Pass? Or is it really for the whole combat turn? Because holy shit would that be stupid  ::)

first there are no passes anymore, everyone just gets the one turn per round
as for the other .. wording is confusing and it is on our errata list to get clarification (they way it reads could be per action or per round) .. we are pushing for it to be per action since that is how we play tested it

Well, hereīs to hope that theyīll keep it as you playtested it!

 2 Edge per turn of a given player (thatīs what I meant with pass  ;)) would be almost understandable (it would mostly only affect the fast chars anyways), but if itīs really 2 for the whole round, it would be such a terrible choice: Once you get your 2 Edge  from whatever sources, your magical mojo point armor wouldnīt even generate more magical mojo points. Be quick, earn your 2 Edge and you really might have gone in naked. Itīs also a bit harder to keep the limitation in mind when itīs for the whole round instead of the foreseeable increment of a single Action or a single pass turn.

(I mean, not that I couldnīt or wouldnīt houserule that shit right away if itīs really 2 per round. But it would leave a seriously sour taste for many players if the official rules for this fancy new core mechanic would have such an enormous flaw...)

Just the fact that this is at issue is deeply distressing. How is there a even a question on something that is so core to 6e?
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Hobbes

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« Reply #736 on: <07-02-19/1531:20> »
Just the fact that this is at issue is deeply distressing. How is there a even a question on something that is so core to 6e?

It's two per Combat Round, and it's really quite clear when you read it in the book and not try to guess it from random vids on teh interwebs. 

Moonshine Fox

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« Reply #737 on: <07-02-19/1959:13> »
Just the fact that this is at issue is deeply distressing. How is there a even a question on something that is so core to 6e?

It's two per Combat Round, and it's really quite clear when you read it in the book and not try to guess it from random vids on teh interwebs. 

+2 per set of actions/every 3 seconds sounds pretty reasonable.

Shinobi Killfist

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« Reply #738 on: <07-02-19/2117:20> »
Just the fact that this is at issue is deeply distressing. How is there a even a question on something that is so core to 6e?

It's two per Combat Round, and it's really quite clear when you read it in the book and not try to guess it from random vids on teh interwebs. 

+2 per set of actions/every 3 seconds sounds pretty reasonable.

Not sure what you mean by set of actions. But if it’s per round it’s got some big issues imo as too many will have no effect on slower initiatives.

Shooty McShooterson goes on 23 firing his pistol at Mr Tank twice. Me tank gains two edge because of the AV well twice. Me tank has a strength of over 9000 he gains 0 edge when swinging his axe.

Reverse McShooterson gains 2 edge shooting paper mache man due to his awesome gun. He can gain no more edge this round, his armor won’t help him there even against bad attacks, darkness, high wind nothing helps him at all. Tactics etc became pointless for him because he can no longer gain edge.

Marcus

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« Reply #739 on: <07-02-19/2123:24> »
+2 per set of actions/every 3 seconds sounds pretty reasonable.

From what I have seen so far two points seems pretty lack luster. One point by itself is for sure is not useful for the majority of cases. Maybe in the larger context of the full rules 2 points an action per every 3 seconds is reasonable may prove true. But I haven't seen anything that's really inclined me to believe that such a statement, and what I have seen to date discourages me from thinking so. Limits that are fixed and arbitrary, core systems that lack adjustable don't strike me as good design in general.
 
If good ware's primary advantage is that it hands out an Edge point under specific conditions, and players are choked on how many edge they can gain, it makes me question the value of that ware a lot. This is further complicated by the fact that we have at least one quality that flat out cancels the use of the edge system, that reduces my confidence still more.


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Finstersang

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« Reply #740 on: <07-03-19/0844:41> »
Iīm not sure if everyone is understanding the scope of this. Itīs quite a difference whether the 2 Edge Limit applies to every (Major) action, every playerīs turn , or for the whole round .

Action VS Turn isnīt that much of a difference though, as it would almost only apply to fast characters with more than one attack per turn. Itīs actally somewhat reasonable to put a cap on the whole turn IMO, given that probably even some Minor Actions might generate Edge in the right circumstances.

But Round VS Action: Oh boy. Thatīs a big difference, and strictly for the worse. There are so many ways to generate Edge, through gear, perks, beneficial circumstance and even through armor (instead of - you know - protecting against damage?!), and many of these can apply both in your own turn and during the turn of other combatants. Putting a cap on the whole round means that, especially in huge battles, youīll reach the cap really quick. Two goons shoot at you while you are in cover, there you go. Or you go first and earn the 2 Edge through your own actions. After reaching that cap, all the gear and powers and other perks that might give you an Edge donīt matter any more. And armor and cover will, at best, help you deny Edge gain for the opposition. But they will probably have reached their limit as well, so...

Plus, itīs harder to track: Itīs easy to keep the limit in mind for a single turn or action, but much more annoying for every participant in a whole combat turn: "So, this Streetsam would get an Edge no for having high armor... No, wait, that one already got 2 Edge from his two Attacks right at the start of the round... Hmmm, which of the summoned 10 Spirits and 4 drones already got their 2 Edge...?"

PLUS, according to Banshee, thatīs not how it was playtested.

So, with that being said:

It's two per Combat Round, and it's really quite clear when you read it in the book and not try to guess it from random vids on teh interwebs.

I honestly have no reason at all to doubt that the official rules are (and will stay) as Hobbes describes it. Itīs  just classic Catalyst ::)

Luckily, thereīs houserules. My deepest condolences to missions players, though...
« Last Edit: <07-03-19/1137:21> by Finstersang »

Marcus

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« Reply #741 on: <07-03-19/1322:45> »
Iīm not sure if everyone is understanding the scope of this. Itīs quite a difference whether the 2 Edge Limit applies to every (Major) action, every playerīs turn , or for the whole round .

Action VS Turn isnīt that much of a difference though, as it would almost only apply to fast characters with more than one attack per turn. Itīs actally somewhat reasonable to put a cap on the whole turn IMO, given that probably even some Minor Actions might generate Edge in the right circumstances.

But Round VS Action: Oh boy. Thatīs a big difference, and strictly for the worse. There are so many ways to generate Edge, through gear, perks, beneficial circumstance and even through armor (instead of - you know - protecting against damage?!), and many of these can apply both in your own turn and during the turn of other combatants. Putting a cap on the whole round means that, especially in huge battles, youīll reach the cap really quick. Two goons shoot at you while you are in cover, there you go. Or you go first and earn the 2 Edge through your own actions. After reaching that cap, all the gear and powers and other perks that might give you an Edge donīt matter any more. And armor and cover will, at best, help you deny Edge gain for the opposition. But they will probably have reached their limit as well, so...

Plus, itīs harder to track: Itīs easy to keep the limit in mind for a single turn or action, but much more annoying for every participant in a whole combat turn: "So, this Streetsam would get an Edge no for having high armor... No, wait, that one already got 2 Edge from his two Attacks right at the start of the round... Hmmm, which of the summoned 10 Spirits and 4 drones already got their 2 Edge...?"

PLUS, according to Banshee, thatīs not how it was playtested.

So, with that being said:

It's two per Combat Round, and it's really quite clear when you read it in the book and not try to guess it from random vids on teh interwebs.

I honestly have no reason at all to doubt that the official rules are (and will stay) as Hobbes describes it. Itīs  just classic Catalyst ::)

Luckily, thereīs houserules. My deepest condolences to missions players, though...

Yeah it's the confusion that's really my point. If they play tested it one way and were happy then, that what it needs to be in the CRB, and I don't feel like that's clear or working as intended at the moment.
 

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kyoto kid

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« Reply #742 on: <07-04-19/2302:58> »
As for the usefulness of the Jack of All Trades players, I don't know whether that's really that big of a problem. Having real specialists on the team at least avoids stepping on other player's toes/areas of expertise.

You are assuming some level of player-team based level of cooperation in character building.  That isn't always the case.  For some tangible subset of the playerbase, Missions is their only real outlet for playing.  For them, not only is cooperative character building not always the case, it is almost non-existent.

Combine that with the likely reduction to the number of skill points at chargen*, and there is a real possibility of "cookie cutter" characters with the exact same skill builds.  Do note:  I am not suggesting said characters will play the same, just pointing out mechanically they would be nearly - if not exactly - the same.

*Purely speculation on my part.  Sixth World cuts the number of active skills down to roughly a quarter, so players should not be surprised to see the number of skill points at chargen cut as dramatically.  I'm not sure it will be by roughly a quarter, but here is what that would look like:
E => 5, D => 6, C => 7/1, B =9/2>. A => 11/3
(The number after the slash are "bonus points" from what used to be Skill Group points.  With all skill becoming Skill Groups, I have no idea how those might work.  Maybe Specialization only points?)
...another advantage (in Missions particularly) is if there is another character with the same skill the two can engage in a teamwork test which in our group we have found to be extremely valuable. 

For example, Leela has a Negotiation of 3 (with a fairly a decent Charisma).  Normally she uses that as a backup or alternative to her Con skill when dealing with say gangers or mooks.  When the group's face is negotiating payment she can assist adding as many dice as she gets hits (up to the other character's skill rating) and +1 to social limit.  That benefits the entire team as it increases the chance of a good payday.  She can assist the team's medic to help get an injured teammember up and going again. She assists with data searches, B&E, setting up tactics, and even acts as an interpreter (she knows several languages).   This still makes her a very valuable member of the team even though she doesn't have any dice pools of 20+.  Yeah she doesn't always get the limelight, unless it is to set explosives/disarm a bomb or do a recon work (she has a rather decent perception and sneaking pool), but I don't mind as she is frequently involved in the action and moving he story along in some way.

Technically, she is more a support instead of front line character, though that doesn't mean she can contribute when the lead or spells start flying (one of the reasons I'm disappointed to learn they dropped Suppression Fire in 6E as that is one of her favourite tactics...using a Yamaha Raiden loaded with EXEX handload).  She also has a pretty good defence against most spells, particularly mental manipulations and illusions.
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Raizer13

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« Reply #743 on: <07-06-19/2213:06> »
How does counterspelling work in 6th?

Moonshine Fox

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« Reply #744 on: <07-08-19/1829:42> »
How does counterspelling work in 6th?

I don't think it's been revealed yet. QSR doesn't have rules for it, sticking just to spellcasting, and the magic blogpost doesn't bring it up either. I think we'll just have to wait for the CRB, but if I had to hazard a guess I'd say something like the defense roll to avoid being shot.

Moonshine Fox

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« Reply #745 on: <07-08-19/1833:41> »
Just the fact that this is at issue is deeply distressing. How is there a even a question on something that is so core to 6e?

It's two per Combat Round, and it's really quite clear when you read it in the book and not try to guess it from random vids on teh interwebs. 

+2 per set of actions/every 3 seconds sounds pretty reasonable.

Not sure what you mean by set of actions. But if it’s per round it’s got some big issues imo as too many will have no effect on slower initiatives.

Shooty McShooterson goes on 23 firing his pistol at Mr Tank twice. Me tank gains two edge because of the AV well twice. Me tank has a strength of over 9000 he gains 0 edge when swinging his axe.

Reverse McShooterson gains 2 edge shooting paper mache man due to his awesome gun. He can gain no more edge this round, his armor won’t help him there even against bad attacks, darkness, high wind nothing helps him at all. Tactics etc became pointless for him because he can no longer gain edge.

Actually I meant when each individual goes, not when a whole rotation of people go for the reasons Marcus listed out. I just worded it poorly.