So your sniper knows how to deal with distance modifiers well, etc, mage the same and so on. As the GM, you'll have to learn all the rules of course, but make sure each player recognizes their own rules. Been actually, funny enough, going back to 2e a bit over on this end too(running with all of the books and such, but for just starting, the base rulebook is just fine and in fact suggested you can add books a bit later on when you feel like you have a better grasp of things, like Shadowtech, Fields of Fire, Street Sam Catalogue, Grimoire, etc.) A lot of good suggestions here already. ![]() A lot of the time, this just meant the decker or the mage wouldn't try something that would take a long time at the table, and the GM tacitly agreed not to punish players for not doing those things.īig 2e/3e fan here. My group made decking largely the domain of NPC's until we had the physical combat and magic down, and we also made changes to astral projection to limit the amount of time the magicians spent off on their own. I'd also suggest limiting the rules you use at the start as you and your players learn the system. TN penalties are a much bigger deal that the dice pool penalties of the later editions, because losing 2 (or 4 or 8) dice from a pool is much easier to deal than a +2 that makes a 4 into a 6 or a 10 into a 12. Giving your opponents penalties from vision, cover, etc while keeping you penalties as low as possible was the goal. Tactically, SR1-3 was about managing modifiers to your Target Numbers. I played my slowest character (5+1d6) and my fastest character (18+3d6) in SR2 and they were both viable characters, but I played them very differently.Īs I recall pool dice refreshed by the round rather than on the action, so a character with multiple actions could run out of combat pool very easily. If the person they're.in combat with rolls an 8, this means the faster character will go three times before the slower character gets their first action. In SR1-2, everyone goes by phase, so a character that rolls at 29 will go, then go on 19, then 9. In later editions, everyone takes their first action, the second action and so on. The big difference between SR2 and later editions is in Initiative. It of course depends on the specific requests of your group and what kind of resources you want to invest. While equally complex it is faster / easier. It was written for a later edition, but the main points can be applied to every edition.Ĭonsider perhaps using SR4A. Especialyl for you as a GM if you want to use them for your NPCs. Multicolored dices are your friends in order to track pools. The meme "the decker is doing its matrix run, the rest of the player get the pizza" was born with these rules. If you want to use these rules: you and your decker-player needs to be prepared out of game, with tables, mods and quick-reference to the rules at hand. The old Matrix system was not exactly designed to be fast, and strictly going by the rules of the core book and/or virtual realities this can be a deal breaker for fun at the table. ![]() Seriously consider either handwaving Matrix sections or use an NPC decker. They are supercool archetypes and a stable for the cyberpunk genre, but not exactly easy and fast to handle in SR2. Even the old SR2 offers a lot of choices and option paralysis is a thing in SR.ĭeckers (Matrix9 and Riggers (especially with the full rules) are among the most complex characters out there mechanically. While perhaps not the most optimized characters out there start with the archetypes. For fluent gameplay they require a good grasp of rules and the world on all sides. Basically the engame for bot player, GMs and characters. While awesome and very interesting settings, they are challenging settings. SR is indeed not exactly the most easy / handholding RPG out there, and especially SR2 has some ugly building blocks like the matrix.ĭo not start with Renraku Arco Shutdown or Bloo in the Boardroom. Welcome to the adult world /kicksyoubetweenthelegs I must admit I'm more accustomed to a bit more handholding in my premades "Watch your back, shoot straight, conserve ammo, and never, ever, cut a deal with a dragon." ![]() Living Community (Where you can play online) Subreddits For that please check out /r/ShadowrunReturns for help. Sadly our nova hot community isn't the best place to discuss the mechanics discussion or troubleshooting the video games. ![]() Mostly the pen and paper role playing game, but also the deck building card game, video games, and literature of Shadowrun. Discussion is primarily aimed at exploring narratives found in the Sixth World. Here at /r/Shadowrun we talk shop about all things in the shadows.
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