NEWS

Recent Posts

Pages: 1 2 3 [4] 5 6 ... 10
31
General Discussion / Re: 6E: Runner Team Whereabouts
« Last post by Michael Chandra on <07-26-22/0458:15> »
Nested Hosts provide a great incentive for a hacker to join the rest and infiltrate, as they can skip some layers of security that way. Wards and other astral protection are a good way to force the summoner to go in as well, because the spirits cannot properly covertly enter astrally then, so you have to summon them inside. A Faraday cage setup means the Rigger has to enter to control their drones as well, fitting for high-security labs. So there's plenty of ways to encourage everyone to go along inside.
32
Use a Decker or Rigger to slave to, have the team share the costs for an RCC operated by a smart character, use a Weapon Commlink, run silent and just hope you won't run into an enemy hacker, or be very careful in general and don't have risky gear run wireless when you're in a potential hackable situation.
33
General Discussion / Re: 6E: Runner Team Whereabouts
« Last post by Banshee on <07-25-22/2135:19> »
Thanks Xenon and Banshee.  If I can ask a clarifying question, it seems like in 4th edition, the party was generally split up during a run.  5th edition tried to entice the group to stay together.  Which angle does 6th edition attempt to take?  It almost seems like we are back to a split party again.

Thanks again for your help!

There is no mechanical difference or reason to go one way or the other... it is merely a choice of style. Matrix can be just as effective from remote or inside. Magic is the same as it has always been ... adepts and spellslingers go in while astal specialist and summoner can work from a distance.
34
General Discussion / Re: 6E: Runner Team Whereabouts
« Last post by Lewis Greywolf on <07-25-22/1822:34> »
My players tend to do astral and matrix recon first, then everyone goes in for the actual run. 
35
General Discussion / Re: 6E: Runner Team Whereabouts
« Last post by Greysword on <07-25-22/1718:52> »
Thanks Xenon and Banshee.  If I can ask a clarifying question, it seems like in 4th edition, the party was generally split up during a run.  5th edition tried to entice the group to stay together.  Which angle does 6th edition attempt to take?  It almost seems like we are back to a split party again.

Thanks again for your help!
36
Yes, they're independent of each other.  Two ways to do similar things.
37
Rules and such / Re: 6E: Magic Reststance for Cyber Users
« Last post by MercilessMing on <07-25-22/1059:28> »
I think it would be a really thematic thing for them to do, but for as much as they pay lip service to "magic and technology don't mix", in practice it's more like "magic trumps technology", because the antidote to magic is not tech, it's more magic.  That's the bed they've made and we get to lay in it. 
I think if you do this, take a light touch.  The game is balanced around the current state.  I like your Edge granting idea against mana spells.  And perhaps reserve it for truly low essence characters, like sub 1 or sub 2. 

For other mundane defenses against magic, look into Mystic Weave mod for armor.  It's expensive, but starting characters can get it.
Also look into mundane-friendly enchanted items in Street Wyrd.

Hopefully the augment book, Body Shop, has implant versions of Mystic Weave .
38
General Discussion / Re: 6E: Runner Team Whereabouts
« Last post by Banshee on <07-25-22/1026:17> »
Um ..  there is no right or wrong answer to any of those scenarios other than whatever the party decides to do.
39
Depend on what you mean with "independent" I guess :-)

Disarming someone with an attack seem to either cost you 5 Edge points (if you take it as an Edge Action) or 4 Dice to Hit (if you take it as a Minor Action).

Aiming for vulnerable/unprotected parts seem to either cost you 5 Edge points (if you take it as an Edge Action, in which case it increase damage by 3) or 4 Dice to Hit (if you take it as a Minor Action, in which case it increase damage by 2).

Firing out of full cover seem to either cost you 2 Edge points (if you take it as an Edge Action) or 2 Dice to Hit (if you take it as a Minor Action).
40
It seem as if you have the option to either take one of the Called Shot Edge Actions (by spending Edge points together with a Major Attack Action without a negative dice pool modifier and without spending a Minor Action) or via Call a Shot Minor Minor Initiative Action (in addition to / together with a Major Attack Action) that generally come with a negative dice pool modifier of 4 dice (but does not cost any Edge points).

So, they are independent to each other?
Pages: 1 2 3 [4] 5 6 ... 10