NEWS

Recent Posts

Pages: [1] 2 3 ... 10
1
Rules and such / Re: [6E] What are the rules you don't use?
« Last post by Typhus on <04-16-21/2009:23> »
OK, gotcha. 

Wish I could junk AR/DR/Edge entirely, but that runs into re-write hell when you get to all the qualities and other things that only exist to tinker with Edge.
2
Rules and such / Re: [SR6] House Rules
« Last post by Typhus on <04-16-21/2004:38> »
Riffing off of the post by LukeZ:

Quote
Sorcerers don't get one extra Magic point from the Priority System, they get one additional die when rolling Sorcery or Drain caused by Sorcery.
Enchanters don't get one extra Magic point from the Priority System, they get one additional die when rolling Enchanting or Drain caused by Enchanting.
Conjurers don't get one extra Magic point from the Priority System, they get one additional die when rolling Conjuring or Drain caused by Conjuring.

Perhaps not an additional die, but rather a Bonus Edge? 

And/Or:
Sorcerer: Your spell AR goes up by 2.  Your DR against spells that include you as a target goes up by 2.
Conjurer: Spirits you summon gain +2 AR and DR when in combat.
Enchanter: Attacks made by your concoctions have a +2 AR.  If they provide a boost to the target's DR, that boost is increased by +2.
3
Rules and such / Re: [6E] What are the rules you don't use?
« Last post by MercilessMing on <04-16-21/1925:50> »
It absolutely makes it moot. (AR/DR also doesn't usually matter.)  No, the game needs Edge, don't get me wrong, but when learning the game, it's a system you can layer in after you get over the hump of "what dice do I use again?"                                                                                         
4
Rules and such / Re: [6E] What are the rules you don't use?
« Last post by Xenon on <04-16-21/1919:36> »
DR/AR + Edge is a rather integral part of SR6 that already abstract away / simplify many tricky, distracting and perhaps even non-value adding mechanics we had in previous edition (like accuracy, limits, recoil, recoil compensation, progressive recoil, armor, armor penetration, modified armor value, variable soak pool calculations etc etc)

Probably easier to use it than to house rule an alternative....

5
Rules and such / Re: [6E] What are the rules you don't use?
« Last post by Typhus on <04-16-21/1909:33> »
Quote
I think that Edge is also something you can flat out ignore until halfway through your learning game or into the 2nd learning game.

Interesting.  I would have thought it would make the AR/DR comparison moot?  How does that work out?
6
Rules and such / Re: [6E] Technomancers Don't Use Devices
« Last post by Xenon on <04-16-21/1907:53> »
This is my understanding as well.

The intention still seems to be that you access the matrix via a commlink (cheap), a cyberdeck (enable hacking), a RCC (enable commanding multiple drones) or via a living persona (enable hacking, threading and compiling).

Technomancers that access the matrix via their living persona instead of using a commlink, cyberdeck or RCC typically need the Living Network Echo if they wish to create a personal area network, threading complex forms to emulate programs (this used to be Echos), getting the machine mind echo to emulate a control rig, skin link echo to establish direct connections, etc.

edit; So your "One at a time"-option.
7
Rules and such / Re: [6E] What are the rules you don't use?
« Last post by Xenon on <04-16-21/1904:51> »
A few non-6e things slipped into that list

I originally made this list for SR5, but most of them ...
8
The Living Persona doesn't use any devices.

If a technomancer wants to use the matrix like a mundane rather than with their special Living Persona, then they still absolutely may do so (with Commlink, RCC, Cyberdeck, Cyberjack, etc).  But when doing so, they're not using their Living Persona.
9
Rules and such / Re: [6E] What are the rules you don't use?
« Last post by MercilessMing on <04-16-21/1509:58> »
A few non-6e things slipped into that list!

* Casting Multiple Spells
* Reckless Spellcasting
* Threading
* Sensor Attacks

I think that Edge is also something you can flat out ignore until halfway through your learning game or into the 2nd learning game.
Full Auto firing mode is a mess, I would drop it unless someone is set on centering their character around dakka dakka dakka HMG.  and then go with -6AR +3 DV single target instead of dice pool splits.
Taking a look at the Quick Start Rules will give you some idea what the authors thought was a good introduction to 6E.  They included a Rigger character as an optional download-only character, and when I ran a Quick Start game I used their drones and vehicles narratively, while letting them roll for drone shooty business.
10
Rules and such / [6E] Technomancers Don't Use Devices
« Last post by MercilessMing on <04-16-21/1453:16> »
CRB pg 188:
Quote
Technomancers do not use electronic devices or programs. They are the device, so they themselves are the prime source of their Matrix statistics through
their living persona (p. 189). While they can’t use programs, they can develop and implement cognitive patterns called complex forms (p. 189), which might cause fading (p. 189).
How far is one supposed to take the idea that TMs don't use devices or programs?
All the way: TMs can only ever connect to the matrix with their Living Persona, and interact with devices through the LP at all times.  No devices or programs (commlink, cyberdeck, satlink, retail apps, games) can be considered part of or loaded onto the persona.
One at a time: TMs can use a commlink or cyberdeck to connect to the matrix, but cannot use their living persona while they do so.
Dual wielding: TMs can use a commlink or cyberdeck to connect to the matrix, and can also connect with their living persona at the same time, but programs cannot influence the LP and resonance powers cannot influence the other persona.
Superdeck: The book doesn't explicitly say you can't use resonance powers on a cyberdeck, so TMs can connect with a comm/cyberdeck, connect their LP to it, and become a decker with sprites and complex forms.
Pages: [1] 2 3 ... 10