Dynamic Edge:
- 2 edge max gained per Player Turn or Enemy Action, including temporary Edge. So a Jumped-In Rigger with Thermographic vision at night and a massive Attack Rating attacking twice still only gets 2 Edge, but you can earn 2 Edge per action you are attacked. (This to keep the hard cap on while giving you a bonus if you're attacked a lot.)
- 2 edge KEPT max per combat round, this means any Edge kept past the Action it was received in. If you spend it, it doesn't count against the limit (makes it more dynamic)
- During encounters, max Edge is 9, meaning high-Edge peeps don't have to spend it at once but actually can save up a bit
I'd like to revisit this. Specifically, I'd like to look at temporary Edge. My caveat is that I haven't played 6th Edition yet so I don't know what's realistic and what's improbable.
+2 max per Player Turn or Enemy Action, check.
+2 max KEPT per Combat Round, check.
My concern is the temporary Edge and how it's stored up over the course of a Combat Round and eventually spent. Michael's example of the the jumped-in Rigger with huge advantages on both attack and defense will work well for our purposes.
My caution is around what the temporary Edge is allowed to do. Let's say the rigger attacks and in the process of that earns his or her 2 Edge and banks it, but then is attacked 3 times. Each time would potentially earn 2 points of (temporary) Edge, for up to 6 temporary Edge over the course of a Combat Round. At the present, there's nothing preventing a surge in Initiative (spending 1 temporary Edge), or donating Edge to allies (2 temporary Edge), or healing a box of Stun (3 temporary Edge), or healing a box of Physical damage (4 temporary Edge), or creating a special effect (5 temporary Edge), or a combination of several of these since 6 temporary Edge is a lot. All of that is possible over the course of one Combat Round, and the effects will repeat again in the following Combat Rounds until the opposition is whittled away.
To control for this, I am considering a modification that requires that the temporary Edge be spent on the roll in which it is earned, and only on the Edge Boosts or Edge Actions that are relevant to that roll. Given the +2 Edge cap per player turn or enemy action, this would largely limit the use of temporary Edge to rerolling one die (1 point), add 1 to a single roll (2 points), or the 1- and 2-point Edge Actions that would be relevant to the roll at hand (e.g. Fire from Cover, Knockout Blow, Hit the Dirt, etc.).
Perhaps this is personal preference, but I would rather have Edge be a slight advantage that accumulates over time (i.e. a small modifier on each roll) rather than a massive advantage that can pay off significantly every Combat Round (i.e storing up temporary Edge for a big splash).
Interested in thoughts and feedback.