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The Background Count mechanic is not used in 6e.  See the Appendix in Street Wyrd for the 6e take on the phenomenon, Mana Ebbs and Mana Flows.
I don't think they are in Street Wyrd...
My view is similar to Hobbes'.  In a perfect world, every quality would get a comprehensive re-evaluation and potentially recosted so that they're all balanced against each other.  But that's not likely to happen, I'm afraid.

Even if that were to happen though... there will always be ways to wring free karma from negative qualities that you know won't meaningfully impact you in-game.  Yes, Impaired Attribute is a particularly low hanging example due to the extreme amount of karma you can wring from a dump stat.  Personally, I also heartily support house ruling that quality, as well, because of that.
Quality values are all over the place.  Big picture the bonus Karma from Negative qualities aren't really meaningful.  At char gen you're limited to six qualities and 20 bonus karma.  A very high value / low impact negative quality lets you get one more positive quality in, maybe.  Big picture not huge as the most broken quality in the game is Stolen Goods and that one is a Negative Quality anyway  : )

FWIW Shadowrun Missions limits Impaired Attribute to One Level, max of -8. 

The main issue is that more interesting Negative Qualities with a bigger impact get skipped by players in favor of a few more Karma.  House rule:  Just make every Negative Quality worth 10 Bonus Karma, every Positive Quality cost 10 Karma.  Take 2 Positive, and 4 Negative and your 20 Bonus Karma and move on.  ;  )   
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Rules and such / [SR6] What's the idea behind Impaired (Attribute) ?
« Last post by marfish on <06-20-22/0531:49> »
I mean, I feels like it doesn't really serve anything but a cheesy way to get karma. At one point, I was hoping the DIY rules for quality would bring some fresh air, but when I saw "Take 1 unresisted damage per 60 seconds. Bonus: 2 Karma (ex. Allergy levels)" and "Reduce Skill or Attribute max. Bonus: 8 Karma", I just couldn't get it...Why?

Why would they think "Reduce Skill or Attribute max" is worth 4 times more karma then "Take 1 unresisted damage per 60 seconds"? What's the reasoning behind it? I am so confused...
Shadowrun: Anarchy / Re: Anarchy 2050's book ETA?
« Last post by Lipe82 on <06-19-22/2116:01> »
Is it too late? I just got my PDF of it so here is a quick review of it if it's helpful for someone.
The art of the book is similar and sometimes better than Anarchy core. A lot of recycled artwork as well, but overall I liked it.

Chapter 1 covers the Shadowrun timeline leading to Second Edition (roughly 2050), complete with how Goblinization took place, the AAA Corps and their status for that timeframe, a 3ish page guide on Seattle, list of gangs and slangs. Besides nostalgia, it's also great for players who started with newer editions to get a glimpse of how things ran back then.

Chapter 2 is 20 premade runners. I didnt go as deep as to check if the stats are all over the place like a few in the core Anarchy book.

Chapter 3 brings NPCs, antagonists and some iconic NPCs (second edition was heavy on them) such as Captain Chaos, Maria Mercurial and freaking Harlequin (whose statblock basically is "lol no you don't").

Chapter 4 was my favorite. They got all classic, iconic adventure modules of second edition and turned them into quick, ready to play contracts. You'll find versions of Mercurial, Harlequin (the one about his feud with Ehram), events connected to Super Tuesday/Dunkelzahn's Will and more. They're all short and not at all as deep as the originals, but really cool throwbacks in a way that fits Anarchy fast paced play really well. For example, original Super Tuesday had runners hired by all Presidential candidates and these jobs could influence the result; in here, you run only for Dunkelzhan as officially he will win the election at the end of the day. It proceeds to his death and treasure race of his Will. So it respects most SR cannon but allows you to see closely how it went the way it did.

Chapter 5 is a catalog of Shadow Amps with more spells, cyberware, qualities, gear and guns. I love how they added a little something to guns here so no 2 guns feel the same (unlike core Anarchy)

Chapter 6 is Optional Rules that I personally felt like they just really wanted to boost the page count. They are not bad (in short: suggestions to use a condition monitor to track progress of your game), just really, really unnecessary.

While it has no revolutionary rule or anything, I loved the book for the same reason I love SR Anarchy - it brings SR in all its glory but in simplified mechanic terms, allowing us to try or revisit really great moments from classic Shadowrun.
Rules and such / Re: SR6: A few Gun Questions
« Last post by autXautY on <06-18-22/1837:04> »
5)  Where are the Carbines?  There are only 2 in Firing Squad, but there is a large side bar about them.

It's an optional rule introduced post-Core rulebook... so you can go back and decide which of those CRB rifles you'd like to count as carbines.

This is interesting.  Are there rules on how to "dumb down" an assault rifle into a Carbine option?  I'm away from my books and can't remember there being an option for that.

Firing Squad has several modifications that could be seen as turning an assault rifle into a carbine. Shortened barrel gives shorter range but better concealability and short-range accuracy. No stock/folding stock/collapsible stock all are similar in making a weapon more focused on short range at the cost of long range, and more concealable.
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