AICN Reviews 5th Ed.
Jul 8, 2013 12:48:03 GMT -8
Post by The Northman on Jul 8, 2013 12:48:03 GMT -8
www.aintitcool.com/node/63154
A few quick hits:
A few quick hits:
There’s one big change, though, and that’s Limits. It doesn’t matter how many dice you throw on a test or how many hits you get, the most hits you can use on any given test is equal to your Limit. Sometimes this is based on your attributes, others it’s your equipment.
This one very simple mechanic RADICALLY changes how a lot of the game works for the better. In previous editions of Shadowrun, the goal in making a character was to roll enough dice that you cause the neighbors to wonder if there’s an earthquake. All the gear, powers, spells, etc. in the game were designed to either give you more dice to roll or prevent you from losing dice to penalties. A lot of equipment in the game was redundant because of that – Do I buy this thing that gives me +2 dice to attack, or do I buy this thing that gives me +2 dice to attack? Adding the Limit mechanic not only curtails a lot of the “rolling thunder” dice rolling (but it’s still there...this IS Shadowrun after all), but it gives gear something else to do. Of those same two pieces of gear before, one might still give you +2 dice, but the other might give you +2 to your Limit and allowing you to use more of your successes.
This one very simple mechanic RADICALLY changes how a lot of the game works for the better. In previous editions of Shadowrun, the goal in making a character was to roll enough dice that you cause the neighbors to wonder if there’s an earthquake. All the gear, powers, spells, etc. in the game were designed to either give you more dice to roll or prevent you from losing dice to penalties. A lot of equipment in the game was redundant because of that – Do I buy this thing that gives me +2 dice to attack, or do I buy this thing that gives me +2 dice to attack? Adding the Limit mechanic not only curtails a lot of the “rolling thunder” dice rolling (but it’s still there...this IS Shadowrun after all), but it gives gear something else to do. Of those same two pieces of gear before, one might still give you +2 dice, but the other might give you +2 to your Limit and allowing you to use more of your successes.
Well the idea that decking rules are too complicated to learn should go away with this edition, but many people are going to have a completely different problem with the new rules.
The rules for the Matrix have been VASTLY streamlined. It doesn’t appear that way on your first read-through because the layout of the chapter is horrible for learning the rules. You get introduced to mechanics at the start of the chapter that aren’t covered in-depth until the end of the chapter. It’s a complete mess.
For trying to LEARN the rules. But for REFERENCING the rules when you’re in the middle of a game and need to look something up, the chapter is laid out exactly as it needs to be.
The rules for the Matrix have been VASTLY streamlined. It doesn’t appear that way on your first read-through because the layout of the chapter is horrible for learning the rules. You get introduced to mechanics at the start of the chapter that aren’t covered in-depth until the end of the chapter. It’s a complete mess.
For trying to LEARN the rules. But for REFERENCING the rules when you’re in the middle of a game and need to look something up, the chapter is laid out exactly as it needs to be.