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> Edgy Question, Is Edge really that useful?
Buster
post Jul 24 2007, 10:54 PM
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I keep seeing character build discussions saying that an Edge of 4 or 5 is a must, but I'm a little hazy on how useful it is. Assuming the Long Shot rule is houseruled out, wouldn't it be better to spend the BP on, say Reaction, than Edge?
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Eleazar
post Jul 24 2007, 11:03 PM
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If you have a character with a large dicepool edge becomes devastating. If you have 5 edge it can also be used to increase small dicepools where success is necessary. The 6 again rule is also very nice if you get lucky. Edge should be used whenever success is most necessary. If you ever come across insane odds a 5 edge can really help the issue to resolve in your favor. Another nice thing about Edge during character gen is that it does not count towards the limit towards attribute BP being half of the total BP built for the character. Remember that edge can also be used to negate a glitch or lessen a critical glitch to a glitch. It can allow you to go first in the initiative order or give you another IP pass.

That is everything I can think of off the top of my edge. Edge is very worth it. I don't think the Long Shot rule comes up enough for me to even care it being houseruled away.
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coolgrafix
post Jul 24 2007, 11:06 PM
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I guess it depends if you liked karma pool from SR3. =) The Long Shot rule is the LAST thing I'd use it for.
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Zen Shooter01
post Jul 24 2007, 11:07 PM
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Why would you house rule long shots out?

Edge is definitely worth it. Consider the Edge 6 human. The character isn't even maxed out in Edge, but gets to add six dice to six different roles each session, and have their sixes explode. That's a huge advantage by itself. Then there are all the other uses for Edge, like spending a point to go first automatically.

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sunnyside
post Jul 25 2007, 03:26 AM
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Ok a couple things. First often edge doesn't refresh every session, though if it does that makes it more important.

Secondly the longshot thing was discussed in another thread. The gist being that someone could take an already impossible shot, and then throw "bypass 16 points of armor" and +4 damage and whatnot and still roll 8 exploding die.

However that doesn't come up often, so most GMs are just best hoping it doesn't come up and giving an offending player the "I could have a dropbear land on you right now" look, and hopefully they'll drop the bypass armor bit or whatnot.

Anyway Eleazar is right. You're edge doesn't count against your stats. So you aren't comparing it to reaction. You're comparing it to a couple points in a skill group. What it provides you with is the ability to make things work when you need them to happen.

Some things almost require edge, like some of the higher end spirit binding and hacking stuff. Unless you're also a hacker adept or something you often just don't have the die pool you need to pull stuff off.

And sometimes you just NEED to have a roll go your way or a glitch not happen.

Anyway I don't think you HAVE to have edge 4 or 5 but I think it is an option you should seriously consider, especially if you are playing a mundane.
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Cain
post Jul 25 2007, 03:54 AM
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I can't see any reason to play a character with an Edge of less than 5.

Aside from the longshot thing, the benefit of exploding 6's can't be overstated. Suddenly, you blow the probability curve straight out of the water. I've scored 14 successes on a base two-die pool by spending Edge.

Having a high Edge doesn't necessarily mean you have to sacrifice a lot. Mr. Lucky, my sam, has all his bases covered. Except for technical skills, which I left out for amusing roleplay purposes, there wasn't much more he needs.
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odinson
post Jul 25 2007, 04:09 AM
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QUOTE (sunnyside)
Secondly the longshot thing was discussed in another thread. The gist being that someone could take an already impossible shot, and then throw "bypass 16 points of armor" and +4 damage and whatnot and still roll 8 exploding die.

Lots of people always say that but when you use edge for the longshot test the dice do not explode. Also the rule of 6 does not apply.

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Whipstitch
post Jul 25 2007, 04:10 AM
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As Eleazar said, Edge is flat out awesome when added to an already large dice pool. The exploding sixes alone can work miracles. Hell, even with my Awakened characters I often initiate once or twice and then work on bolstering my Edge rather than immediately try to raise my Magic to 6+. Remember, hits from the use of Edge dice are not limited by the Force of the spell being cast, so a good sized pool can let you cast high drain spells at safer Force levels without losing too much in the way of effectiveness. Not to mention, having a hefty Edge pool in your back pocket can really save your bacon when the GM rolls a ridiculous number of hits for that Spirit of Man you're binding...
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Kyoto Kid
post Jul 25 2007, 04:55 AM
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QUOTE (Eleazar)
If you have a character with a large dicepool edge becomes devastating. If you have 5 edge it can also be used to increase small dicepools where success is necessary. The 6 again rule is also very nice if you get lucky. Edge should be used whenever success is most necessary. If you ever come across insane odds a 5 edge can really help the issue to resolve in your favor.

...Hurricane Hannah: Unarmed DP of 13 + Edge of 4. Base DV of 8 with her punch (Critical Strike power).

Rolling Edge with her attack once yielded a total 21 DV.

...and she had killing hands + 2 levels of penetrating strike.

Considering she had two goons with SMGs on her she had to even the odds just a bit. The fact that one had already ducked her punch only made her mad. When they both shot at her (thank goodness for the High Pain Tolerance Quality and a good gymnastic dodge pool) it only made her madder. When she turned the guy she hit into a living Pez`dispenser, the other gave up.

Yes I would say that is a bit devastating.
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silhouette
post Jul 26 2007, 07:27 AM
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Edge saves lives.

My players use the rerolling failures very often. When you have a big Resistance pool it often reduces some pretty serious wounds to 1 or 2 boxes.

they have in the region of 3-5. As long as all the PCs are in the same ball park it is good.
but edge 1-2 I'd say was very silly.
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Ol' Scratch
post Jul 26 2007, 07:38 AM
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I was never a big fan of Karma Pools in the previous editions, and I'm not really that keen on Edge in this one. I prefer to build solid, well-rounded characters who can live up to their specialty and title, not someone who has to rely on get-out-of-jail-free cards on a regular basis to do... well.. anything.

Edge of 2 or 3 is plenty of me and my playstyle. If it takes more than that to get a job done, I and my team screwed up bad to begin with and deserve everything that happens as a result. Complications are the spice of life. Keeps you on your toes, too.
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Cain
post Jul 26 2007, 06:32 PM
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The problem is when you build solid, well-rounded characters who can live up to their specialty and titles, while still keeping a high Edge. I daresay that all of the characters mentioned here have all their bases covered, and still maintain an Edge of 5 or higher. Mr. Lucky is the most extreme example, as he's got everything covered well enough to muddle through, while being a god at pistols. (28 exploding dice for pistols.... really scary to see in action.)
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Ol' Scratch
post Jul 26 2007, 07:39 PM
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I'm not in it to min/max or throw as many hits as possible. I'm there to have fun without having to twink out a rather cheesy mechanic in actual gameplay (as opposed to just theorizing around here). As I said before, I never liked Karma Pools and I don't care for Edge. Think they're both really poor additions to the game as a whole.

I'm not saying Edge sucks. I'm saying it sucks to have Edge.
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deek
post Jul 26 2007, 07:52 PM
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Honestly, I think it hinders a GM who normally "watches" out for his players. I mean, in both DnD and SR, while I try to stay close to the feel of the specific genre, I also play with close friends and the reality of permanent death in-game, really isn't there. I mean, there are plenty of tense moments, and probably for the last 10 years, I start about every session asking who I am going to kill today, but that rarely happens.

And if it does, well, we figure out a way out of it, unless of course, that player decides he wants to roll a new character.

So, edge kinda does that on the side, allowing the GM to be as brutal as he/she wants, but gives the player an "out", just in case.

Granted, my players usually only use edge to get the extra boost and exploding dice, go first in initiative, get an extra IP or reroll failures...and usually only when they really want to add some flare to something...

I think there are several ways to incorporate edge into a GMs style...
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Kyoto Kid
post Jul 26 2007, 08:32 PM
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QUOTE (Doctor Funkenstein)
I was never a big fan of Karma Pools in the previous editions, and I'm not really that keen on Edge in this one.  I prefer to build solid, well-rounded characters who can live up to their specialty and title, not someone who has to rely on get-out-of-jail-free cards on a regular basis to do... well.. anything.

Edge of 2 or 3 is plenty of me and my playstyle.  If it takes more than that to get a job done, I and my team screwed up bad to begin with and deserve everything that happens as a result.  Complications are the spice of life.  Keeps you on your toes, too.

...actually Hannah is the only character I have who actually has a relatively high Edge. This was mostly to save her butt when the air became too heavily saturated with lead since she is strictly a melee character with a so-so throwing skill.

Just about all my other characters have only 2 (Da Brat has 3 but she's a bit of a shark).
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Cain
post Jul 27 2007, 12:18 AM
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QUOTE
I'm not saying Edge sucks. I'm saying it sucks to have Edge.

Now how can you say that? Even from a pure roleplay perspective, there's a lot too be said for having Edge. It can represent experience, that "something extra" you've gained from years on the mean streets. It can be straight-up luck, like if you have a gambler or daredevil for a character. Or it can be the James Bond factor, where you somehow never manage to get your suit rumpled.

There's lots of roleplay possibilities for high Edge, and not just in twinking out a character. That's just a bonus. 8)
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Ol' Scratch
post Jul 27 2007, 12:23 AM
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From a metagaming point of view, Edge is basically a Legal Cheat Code mechanic. Didn't want to die and want a free life? Edge. Having trouble defeating that end boss and want some "power ups"? Edge. Crap, fragged up that last move and want to reload the game to try again? Edge.

Luck is already personified by the use of dice rolls. Edge isn't Luck. It isn't Skill. It isn't even Karma. It's just... Cheat Code.

And I don't much care for using cheat codes. It's a necessary evil in the game now, though, so a few points are unavoidable but the main point remains. Just not a fan of that type of mechanic. At all.
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Particle_Beam
post Jul 27 2007, 12:28 AM
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Well, as you said prior, if you think you don't want to 'cheat', then you simply play smarter. :)
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deek
post Jul 27 2007, 12:37 PM
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Or, just don't use edge at all in your games if you don't like it. I mean, looking at the mechanics, nothing is broken by choosing not to use it. You simply get a few more BP to put in other skills, contacts or maybe some attributes...who knows?

I think it "could" be used as a cheat code, but I also think that depends on your GM, so don't fire out a blanket statement that Edge is only this or only that...if your GM is a robot that only works "strictly by the RAW" AND you have players that take advantage of every rule to its limits, then yeah, I agree. But by experience, having 4 players that have edge anywhere from 2-6 points, I see edge being used roughly 1-3 times a session...and I refresh edge every 24 hours and sessions normally span a few days at a time...
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Eryk the Red
post Jul 27 2007, 02:44 PM
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Wow. I don't see Edge as a "cheat code" at all.

It's not infallible, for one thing. I had a player who spent Edge on a shot, throwing 28 dice total, (minus a couple of penalties that didn't amount to more than -4 or 5) and he still didn't kill the target. Things went south quick there.

Edge is something I like, if only because I like resource management mechanics. I like that you have a certain amount of something that you can invest in things to improve them. I like these mechanics in the short term form (like Edge or old SR dice pools), as well as the long term form (money and Karma). It's nice that a character can push a little harder in an action, put some extra effort in, and get a bit of a bonus. Something like Edge facilitates that idea while placing practical limits on it.

I can understand if you're not into that, different gaming styles and preferences and all that, but I don't really think the "cheat code" comparison holds up.
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PlatonicPimp
post Jul 27 2007, 07:25 PM
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Luck is not represented by dice rolls. Luck is incorporated via dice rolls, but it's how luck y you are, not how lucky your character is. Playing a lucky character cannot be left to chance. For them to really be lucky, you the player have to be assured of that luck, and when it comes into play.
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James McMurray
post Jul 27 2007, 07:50 PM
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Edge is neither too powerful nor underpowered. And it certainly isn't a cheat code unless the GM wants it to be.

Longshot tests are the only real problem with edge, and those are only bad when the player wants to be an ass and the GM lets him.
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Ol' Scratch
post Jul 27 2007, 08:01 PM
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I explained why it's a "cheat code" mechanic earlier. Extra lives, re-doing an action, dismissing critical failures, granting critical successes on nearly impossible actions, etc. Those are all standard "cheat code" operations in games, and they're all doable with Edge. There's also nothing GM-dependant about those actions anymore than any other basic actions; they're all standard uses of Edge in the game.

Remove Edge completely and, lo and behold, the game system works just fine and dandy. It's a legacy mechanic from an equally cheesy mechanic. Luck is already accounted for by the base dice mechanic in the game and -- sorry, PlatonicPimp -- but luck is never assured. But it can be with Edge! Experience is also covered by the Karma advancement system, increasing your skills and attributes, and thus your luck.

Like I said before, I'm not a fan of either it or Karma Pools. I know others are, and I know people don't (want to) see it for what it is. That doesn't change my opinion of it, however. Especially not when the game works perfectly fine without it as even the proponents of it have unwittedly stated in this thread (by how rarely it gets used in their games).
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sunnyside
post Jul 27 2007, 08:15 PM
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I don't think anyone believe edge is integral. But I and others think it improves gameplay.

It's biggest problem seems to be rationalization actually. Personally I treat it as the weird magicish thing I was back in earthdawn when people actually knew they had it, and knew how to modify it and were cognizant of when they were using it. I consider the SR4 people to be using the same thing, they just aren't as away of it, they just know when they really really want something to happen. Except of course for the great dragons who know enough about it to directly screw with it, and the Elves who remember (and maybe can regen it via the old rituals?).

Obviously that isn't going to float with a lot of people, of course. And that does make it harder to work with the 'totally avoid death" thing, though the protection you get from that in my game is less than others.



In the game I like it because it lets me take off the kid gloves. Screw the old "don't kill them just because of a roll of the dice if they had a good idea" crap from other systems. If you're taking your chances take your chances. They'll lose/use edge which is a form of punishment and I don't have to chose between scrapping their character or watering down/fudging things.

Edge actually allows you to create a more realistic game world. One where lonestar isn't massivley incompetent, and where backup is a reality (if you hit an Azzie subsidiary expect some spirits from the main pyramid to be inbound in not too many combat turns).



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Kyoto Kid
post Jul 27 2007, 08:26 PM
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...in many ways I have to agree with the good Doctor. I have seen players jump into the thick of things with little forethought, figuring that Edge will have a good chance of pulling the PCs fat from the fire if things don't work. It doesn't make for just more cinematic play, but more like over the top Bruce Willis™ brand Live Free or Die Hard play.

What Hannah did in my example above was truly sick. This is a character who on average would generate a 12 DV with -2 AP just using her regular Unarmed pool. That's still pretty rude when you consider an elephant rifle has a Base DV of 9 (no Hannah's not going to go about punching pachyderms). She may get a really good roll now & then with half or more of her DP turning up as hits or she may only hit for base damage. Like Dr F mentions, the "luck factor" is already built in to the base mechanic.
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