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91
Rules and such / Re: Quality Control
« Last post by MercilessMing on <06-03-22/1231:22> »
My group and I are really against Analytical Mind, Attribute Mastery, and other extremely broad Edge granting qualities.  We deal with those by banning instead of revaluing, because we feel that their problem isn't a cost issue but a design issue.  Qualities like Toughness on the other had that are situational, we embrace. 

Honestly, aside from those we haven't found any to be problematic.  However, I'm totally willing to grant that it may just be because we haven't noticed the issue or played with them. Almost every 6e Shadowrun product has added qualities.  We're at the point in the edition cycle that I can't keep track of them all anymore. 

One area however is the Chase qualities in Double Clutch.  We found that when you take a couple of them together, the rigger is drowning in Edge.  And since the Chase is primarily fueled by edge, the encounter becomes trivial.  We didn't deal with this, we just came to an agreement that taking these things actually took away from the fun of the game.

Can you give examples of things you think are wild or really in need of adjustment?
92
Rules and such / Quality Control
« Last post by Typhus on <06-03-22/1148:58> »
I'm still crawling through Sixth World Companion and some supplements to see what I can make of SR6.  One area that has emerged for me as a problematic area are Qualities.  While I can use SWC to redo the costs from the core book, and other simple things, I'm finding that in general, Qualities are all over the map in terms of balance and viability.  The core ones are mostly okay, but in supplements they are just wild.

For those who are playing SR6, I'm wondering which ones you find problematic and/or how you may have houseruled them.  Obviously Analytical Mind is a problem one, but SWC has a couple fixes for that.  What else has anyone run into and what did you do about it? 
93
Errata / Shadowrun Sixth World Errata
« Last post by Pyromaster13 on <06-03-22/0257:20> »
Pg 83, Archetype of the Covert-Ops Specialists.  Augmentations list a Cyberhand (obvious left, w/ shock hand).  Picture that goes with the archetype on the same page shows the obvious cyberhand as their right hand.
94
General Discussion / Re: Double Clutch Discussion
« Last post by Stainless Steel Devil Rat on <06-02-22/2231:45> »
Does Standard Equipment consume mod slots, where appropriate, or are they considered "designed in"?
I didn't see an answer in Double Clutch.  I assumed they were "designed in", but Genesis has them consuming space.

They do not consume slots. 

I believe they do so in Genesis because (I believe) the German language translation of Double Clutch DOES have built-in mods consume slots (ala 5e R5.0).
95
Rules and such / Re: [6e] Foundation Avatar AR/DR
« Last post by Beta on <06-02-22/2229:12> »
I'm very much planning on getting it, my home game has three different campaigns that we've been alternating between, and 1 is all about the three worlds, one took part in Ripping Reality so never wants to go back to Denver so I totally have to send them back, and the third has gone through 30 Nights and we're working our way through Assassin's Night so doing a 3rd adventure might just be fitting.  But I'm waiting until I'm closer to being ready to run it, it comes out in hardcopy, or goes on sale at drivethru.  I'll see which book I end up getting first.
96
General Discussion / Re: Double Clutch Discussion
« Last post by MercilessMing on <06-02-22/2123:48> »
Does Standard Equipment consume mod slots, where appropriate, or are they considered "designed in"?
I didn't see an answer in Double Clutch.  I assumed they were "designed in", but Genesis has them consuming space.
97
Rules and such / Re: [6e] Foundation Avatar AR/DR
« Last post by MercilessMing on <06-02-22/1709:23> »
It's in Third Parallel but shhh spoilers.
I fully expect it to also appear in the Matrix book Hack & Slash, so don't feel like you have to go out and buy 3rd parallel
98
Rules and such / Re: [6e] Foundation Avatar AR/DR
« Last post by Beta on <06-02-22/1653:28> »
Foundations in 6e?  Are we talking matrix foundations?  Was this buried in the 6th World Companion somewhere?  Or is something else newly released?  (I did a search in the FAQ and don't see foundations anywhere in there)
99
Rules and such / Re: [SR6] House Rules
« Last post by MercilessMing on <06-02-22/0856:59> »
Qualities

Negative
Essence Hole
At some point in the past, you had one or more pieces of ware removed.  Maybe it was defective, maybe you needed the cash, or maybe it was removed without your consent.  In any case, you're left with all the drawbacks of ware without the benefits.

  • Game Effect: Each level of Essence Hole reduces your Essence by .2, creating an Essence Hole of a corresponding amount.  This hole can be reduced or eliminated with augmentations as normal (see Essence Holes, pg. 146, Sixth World Companion).  It cannot be bought off with karma. 
  • Bonus: 1 Karma per level (max 10 levels)
100
Rules and such / Re: [6e] Foundation Avatar AR/DR
« Last post by MercilessMing on <06-01-22/1118:47> »
oh dang - I actually overlooked it in the text!  :-X  My question is answered, it's AR = Agility + Strength, DR = Body + Reaction.  A bit different but if you're going to make all the stats out of those four, it makes sense.  Odd maybe that Initiative still uses Intuition, but it looks like everything's there. Thank you
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