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> Sixth Edition, Release Announcement
bannockburn
post May 17 2019, 07:55 AM
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QUOTE (KCKitsune @ May 17 2019, 09:47 AM) *
and you forgot how they nerfed the street sam's ability to take more augmentation (1/2 the Essence of type of cyberware you have less of). This led to a strengthening of "MagicRun"

Not to mention that with the suggested payouts, you're practically forced to front-load all you can get during character creation, and will see no real improvement for a long time when playing ... you know ... a cyberpunk (IMG:style_emoticons/default/frown.gif)

TBH, the way they treated cybered characters (the iconics, so to speak) in SR5 was one of the main reasons why I heavily disliked the game and never picked it up.
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KCKitsune
post May 17 2019, 08:58 AM
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One thing that they did do right for 5th edition is the idea of positive and negative qualities not always being multiples of 5.
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binarywraith
post May 17 2019, 10:17 AM
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QUOTE (bannockburn @ May 17 2019, 01:55 AM) *
Not to mention that with the suggested payouts, you're practically forced to front-load all you can get during character creation, and will see no real improvement for a long time when playing ... you know ... a cyberpunk (IMG:style_emoticons/default/frown.gif)

TBH, the way they treated cybered characters (the iconics, so to speak) in SR5 was one of the main reasons why I heavily disliked the game and never picked it up.


Yep. You lose a heavy weapon, or a drone, or a vehicle, or an arm, or god forbid a cyberdeck in 5e, you might as well roll a new PC. You will never be able to replace them in-game.

So then they made all of the above brickable by deckers. (IMG:style_emoticons/default/twirl.gif)
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Glyph
post May 18 2019, 06:26 PM
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QUOTE (KCKitsune @ May 17 2019, 12:58 AM) *
One thing that they did do right for 5th edition is the idea of positive and negative qualities not always being multiples of 5.


I would respectfully disagree with that. In a system that requires you to spend and adjust a small pool of starting Karma, making the numbers harder to balance is a needless complication. SR5 is kind of schizophrenic that way. It tries to make the SR4 rules less complex, but usually winds up making them more fiddly and complicated.
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bannockburn
post May 18 2019, 09:47 PM
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QUOTE (Glyph @ May 18 2019, 08:26 PM) *
I would respectfully disagree with that. In a system that requires you to spend and adjust a small pool of starting Karma, making the numbers harder to balance is a needless complication. SR5 is kind of schizophrenic that way. It tries to make the SR4 rules less complex, but usually winds up making them more fiddly and complicated.


I think the main issue there is the weird way in which karma is treated during the creation process in SR5.
If you gave me a karma creation system that works like in SR4, I'd applaud qualities that fit in for 3 points or whatever they may cost.
In fact, I would have used that as house rules for SR4, if it weren't so much work to assess the qualities on how much they're worth.
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Glyph
post May 18 2019, 11:34 PM
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Run Faster does have Point Buy, which is essentially a slightly revised Karmagen. But with the same +25/-25 limit to Qualities, you can run into the same problem of fiddly numbers. And maybe it's just me, but I don't see the wider array of values resulting in a better approximation of Quality cost. You still have Qualities that are overpriced or underpriced (or unbalancingly good, or "trap" options).
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Sengir
post May 19 2019, 09:26 PM
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QUOTE (Jaid @ May 17 2019, 07:41 AM) *
*shrug* from the perspective of doing a good job of designing, that's still better than having inexperienced authors who are writing your previous edition as their second or third job also take on writing your next edition as their third or fourth job (and let's not forget their fourth or fifth job of checking each other's stuff, and potentially heading up the errata team, without compensation)

Even from a perspective of the end justifying the means, hiring crackpots and harassers was a bad idea. That kind of people tend to destroy cooperative efforts, even if the gamble may have paid off for D&D


QUOTE
i mean, frankly, i don't think the current team still working at WotC are all that great without the rest of the team they had for the core books. but they did a pretty danged good job with those core books, and clearly some of the people they hired must have been competent

Competent people are necessary, but IMO the decisive factor was WotC saw themselves forced to change things and therefore put their considerable weight behind making sure the line would again become undisputed in its top position.

On the other hand, why would CGL be forced to fundamentally change their development process? 5th Edition sold well, displaced previous editions, and there is no threat similar to Pathfinder. It worked the last time, why not again.




@Glyph
QUOTE (Glyph @ May 19 2019, 01:34 AM) *
And maybe it's just me, but I don't see the wider array of values resulting in a better approximation of Quality cost. You still have Qualities that are overpriced or underpriced (or unbalancingly good, or "trap" options).

Of course a wider range of possible values does not automatically lead to a closer approximation. But it opens the possibility of a better approximation than "it's kinda between 5 and 10, let's toss a coin" (IMG:style_emoticons/default/wink.gif)
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Geiger
post May 21 2019, 03:21 AM
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QUOTE (Sengir @ May 19 2019, 06:26 PM) *
Even from a perspective of the end justifying the means, hiring crackpots and harassers was a bad idea. That kind of people tend to destroy cooperative efforts, even if the gamble may have paid off for D&D



Competent people are necessary, but IMO the decisive factor was WotC saw themselves forced to change things and therefore put their considerable weight behind making sure the line would again become undisputed in its top position.

On the other hand, why would CGL be forced to fundamentally change their development process? 5th Edition sold well, displaced previous editions, and there is no threat similar to Pathfinder. It worked the last time, why not again.




@Glyph

Of course a wider range of possible values does not automatically lead to a closer approximation. But it opens the possibility of a better approximation than "it's kinda between 5 and 10, let's toss a coin" (IMG:style_emoticons/default/wink.gif)


Because fifth only managed to outperform previous editions based on the fact that...

A.) It was the current edition during the present tabletop Boom.

And

B.) Shadowrun has always been a relatively niche RPG. It's not like D&D where you can find a group on the drop of a hat.
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sk8bcn
post May 21 2019, 11:02 AM
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I think that any developper just try to make the game good.

Just some of them are not good at it.


CLG team (or Hardy, idk) seems unopen to me, too full of themselves. Or just plain out bad in organisation. Or too lazy.


They had freelancer leaving.
They had so much negative feedback for some ruledesigns that someone in charge must have been very stubborn on their ideas.


I think this sixth edition will go the wrong way. Excessively simplyfing things when that's not wht their fanbase want. When you sell oer multiple editions a corebook, a rigger book, a cyberwarebook, a magic book and a matrixbook, in which world you come to the conclusion that your customers want easier rules.

They want good ones, that's all.
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sk8bcn
post May 21 2019, 11:04 AM
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That said, I feel like plot books between edition get rarer and rarer. 2nd and 3rd had more than 4th, who has more than 5th who's already almost dead.
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Iduno
post May 21 2019, 01:57 PM
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I've heard that plot books rarely make any money for any system, which might be why they're less common now.
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sk8bcn
post May 21 2019, 03:03 PM
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Honestly, I doubt it.

They make less money, obviously. But if RPG-compagnies survive in France by selling around 1000 books per publication, I doubt that a US-RPG compagny doesn't beat that mark even with plotbooks considering the size of the market of USA+England+Foreign langage buying English books.
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binarywraith
post May 22 2019, 04:56 AM
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QUOTE (sk8bcn @ May 21 2019, 09:03 AM) *
Honestly, I doubt it.

They make less money, obviously. But if RPG-compagnies survive in France by selling around 1000 books per publication, I doubt that a US-RPG compagny doesn't beat that mark even with plotbooks considering the size of the market of USA+England+Foreign langage buying English books.


Remember with CGL, everyone except Hardy who writes Shadowrun is actually primarily a Battletech writer and they alienated all the old freelancers who knew SR inside and out. Doing SR plot books is time not spent on that product, and has to be coached by someone who does know that plot inside and out, and Hardy is from all description not great at that.
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Jaid
post May 22 2019, 09:06 AM
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QUOTE (binarywraith @ May 21 2019, 11:56 PM) *
Remember with CGL, everyone except Hardy who writes Shadowrun is actually primarily a Battletech writer and they alienated all the old freelancers who knew SR inside and out. Doing SR plot books is time not spent on that product, and has to be coached by someone who does know that plot inside and out, and Hardy is from all description not great at that.


you can say that again. the loss of so many of their old freelancers was bad, but it could have been a lot less bad* if the management team were better at communicating, putting all their work together, proofreading, fact-checking, and so forth. if management were doing their jobs properly, the freelancers would be able to do much better. and not just from a lore perspective, either... just in terms of making the rules, management aren't holding up their end of things. the guy who wrote 5e's wireless bonuses thought he was writing bonuses for having a device in your PAN, not for having it on the matrix as a whole. technomancers got nerfed like 4 separate times, leaving them with all of their weaknesses and none of the strengths they once had, making them mediocre in the matrix and terrible everywhere else, and they're hardly the only thing that was so badly balanced that it needed major balance changes once they *finally* got around it. various things that were known problems were patched by the missions team for years before management did a damn thing about them - i kept a copy of the missions rules handy for years because the small team of part-timers had to fix the game-breaking stuff in order to have a functioning and somewhat consistent system for a living shadowrun campaign.

* in terms of product quality, that is. all of the things they did that lost the trust of those freelancers in the first place would have been just as bad, of course.
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binarywraith
post May 23 2019, 04:19 AM
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Yup, and this is why I'm not super hyped for 6e.


Especially when Hardy himself pulls out 'oh, it's not in the core, we'll have to get that out soon' in response to a question about a basic mechanic like background count.
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Kyoto Kid
post May 23 2019, 08:27 AM
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...OK a veteran here.

Watched the live play sessions, tuned into the podcast discussions and came away with a few observations.

--The new edge mechanic throws another layer into combat that sounds somewhat subjective.

--Armour has become pretty useless.

--Using a single initiative roll per combat unduly penalises the player who gets a low result.

--Unless you are an amped up troll sammy, prepare to be creating new characters with more regularity.

--Unless you are an amped up sammy, prepare to primarily be doing the old "duck and cover" in combats.

--Suppression fire (which is great for characters with low combat skills and a nice defence against the new NPC grouping option) is gone.

--Knowledge skills sound as if have become even more useless (still miss the ability to have them augment linked active skills like in 3E)

--Edge has effectively become a "power" as well in that you can now use it to force a glitch/critical glitch on an opponent which makes it a probability rather than just a situational modifier (personally, I never liked the concept of Edge even in 4E as it was a "luck" attribute which made the game feel more like a video game or MMORPG).

In some way it seems like 6E is influenced by Anarchy which I really didn't care much for.

In spite of it's issues, I felt 5E played better than 4E. The only feature of 4E that I liked was the move to the build point structure. Still prefer 3E overall even given all its "crunchiness."

Missions (which I am currently involved in) is going to be a pain for as I understand the plan is to switch from 5E to 6E between Season 10 and 11. This will mean having to either build new characters or "downgrade" existing ones to just what is available in the core rules midstream in the location arc. There have been a lot of nice additions (qualities, gear, etc.) in later expansions (particularly ones like Cutting Aces, Kill Code, ChromeFlesh, and Street Lethal) that make running in Neo Tokyo more reasonable, which will be no more.

My two (IMG:style_emoticons/default/nuyen.gif)
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Jaid
post May 24 2019, 12:23 AM
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armour hasn't so much become useless as it has become not armour.

i mean, it helps you get edge. that's something. it helps you keep your opponent from getting edge. that's something, too.

but neither of those things are the something that armour should actually be doing, which is providing protection from things that hit you. it could potentially be somewhat related to protecting you from an attack later on (for example, if you earn a point of edge you could use it to help you dodge, and if your opponent is denied a point of edge they'll have less edge to spend on hitting you), but it could also be completely unrelated (you could use that edge to hack a camera or your opponent could use that edge they gained from attacking to dodge one of your own attacks).

[sarcasm] but hey, there are apparently still some wireless bonuses in SR6. maybe if you connect your armour to the matrix it will actually provide some protective value. [/sarcasm]
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sk8bcn
post May 24 2019, 01:53 PM
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will they try some open-testing this time?
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Sengir
post May 24 2019, 11:14 PM
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QUOTE (sk8bcn @ May 24 2019, 03:53 PM) *
will they try some open-testing this time?

The books are off to the printers already...
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Kyoto Kid
post May 24 2019, 11:24 PM
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...the issue with armour providing additional Edge points is Combat Edge is capped at 7 per turn. So a human with 5 can gain a maximum of 2 additional points and that's it regardless of how heavy the armour worn is.

Also what about armour from 'ware, like Bone Lacing, Orthoskin, and Cyberlimbs? Will that only grant additional Edge points or will it actually augment the soak roll?

I love it when my little troublemaker Leela, wearing her Medium Milspec, with all her built in armour (Bone Lacing and Orthoskin), can jump on an HE grenade, and maybe take a box or two of stun at worst. Her total soak roll is literally a cube of 36 dice plus the hardened rating of the suit.
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Jaid
post May 25 2019, 02:41 AM
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QUOTE (Kyoto Kid @ May 24 2019, 06:24 PM) *
...the issue with armour providing additional Edge points is Combat Edge is capped at 7 per turn. So a human with 5 can gain a maximum of 2 additional points and that's it regardless of how heavy the armour worn is.

Also what about armour from 'ware, like Bone Lacing, Orthoskin, and Cyberlimbs? Will that only grant additional Edge points or will it actually augment the soak roll?

I love it when my little troublemaker Leela, wearing her Medium Milspec, with all her built in armour (Bone Lacing and Orthoskin), can jump on an HE grenade, and maybe take a box or two of stun at worst. Her total soak roll is literally a cube of 36 dice plus the hardened rating of the suit.


yeah, you're supposed to be spending your edge quickly too. and as i understand it, you can only get 2 edge per turn, it's 7 maximum at any given moment.

but still, it is quite stupid that armour doesn't actually do anything to protect you from damage (unless you spend the edge you gain on it. that said, the same edge could be spent on all kinds of things that super-heavy armour should limit, like escape artist or acrobatics or sprinting, since the edge gained is not limited to being used in any specific way, as far as i can tell, not to mention that your edge from having a gun more powerful than their armour can be used on tests to resist damage, to give another example)

apparently a lot of 'ware has been tweaked to be about giving you edge as well, so i wouldn't be surprised at all if armour-increasing 'ware is the same as regular armour. in one of the interviews he said he thinks there might be some 'ware that *actually* helps you resist damage, but he wasn't sure.

so yeah, edge is looking to be complete and utter nonsense. and i wouldn't count on being able to tank damage the same way at all. there may be something you can do, it's hard to say until we have the new edition in front of us, but i don't expect armour stacking will be the thing that keeps you alive.

@sk8bcn: no, they won't. basically, the explanation they gave boils down to "that would have really hurt our 5e sales, and we can't afford to not have that income". the first half of that is pretty much true; if you knew 6e was coming out in 2 months, you'd probably be a lot less inclined to spend money on a new 5e book this month. the second half seems probable; most RPG companies aren't exactly rolling in cash, and shadowrun is probably worse off than might be expected as a result of exceptionally poor management decisions.

of course, on the flip side, it is also not necessarily a good idea to make a bunch of big changes when you have no idea how your target market will react to those changes. doing things right may not be cheap, but doing things wrong can cost you a lot as well... for example, if the 6e core book isn't very good, it may still sell well, but i doubt their splatbooks will. we'll see whether they are able to afford not doing open playtesting soon enough, i guess... but by then, it'll be too late for them to fix it.
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binarywraith
post May 25 2019, 03:25 AM
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QUOTE (Jaid @ May 24 2019, 08:41 PM) *
@sk8bcn: no, they won't. basically, the explanation they gave boils down to "that would have really hurt our 5e sales, and we can't afford to not have that income". the first half of that is pretty much true; if you knew 6e was coming out in 2 months, you'd probably be a lot less inclined to spend money on a new 5e book this month. the second half seems probable; most RPG companies aren't exactly rolling in cash, and shadowrun is probably worse off than might be expected as a result of exceptionally poor management decisions.

of course, on the flip side, it is also not necessarily a good idea to make a bunch of big changes when you have no idea how your target market will react to those changes. doing things right may not be cheap, but doing things wrong can cost you a lot as well... for example, if the 6e core book isn't very good, it may still sell well, but i doubt their splatbooks will. we'll see whether they are able to afford not doing open playtesting soon enough, i guess... but by then, it'll be too late for them to fix it.


From what was said in the interviews, it's only been tested internally, which means for the most part by people who probably don't run a regular game and worse who are involved in writing the rules so are going to miss the rough edges because they'll play to the intent, not what someone coming at them fresh will take as the read.
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Jaid
post May 25 2019, 09:13 AM
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QUOTE (binarywraith @ May 24 2019, 10:25 PM) *
From what was said in the interviews, it's only been tested internally, which means for the most part by people who probably don't run a regular game and worse who are involved in writing the rules so are going to miss the rough edges because they'll play to the intent, not what someone coming at them fresh will take as the read.


i'd agree with that being the most likely scenario. i mean, i would hope that at least *some* of their freelancers play shadowrun of their own free will, but even then, most players won't test the system to destruction. many don't even know how. frankly, the people you want for playtesting tend to be the people you *don't* want at a regular game table; the person who will twist the meanings of ambiguous sentences to mean whatever they can*, the person who hunts down every synergistic bonus and combines them into an overpowered whole, the person who always points out annoying implications of certain rules and tries to abuse them, the person that knows every shred of lore and will pitch a fit if an NPC is wearing the wrong colour of shoes, the person who has no clue what the heck they're doing, that sort of thing. and for all that we hear about them the most, i'd say their actual numbers are relatively low; you just don't hear about the 3 reasonable people at the table with the one person ruining things for everyone else. these are the people that will find the problems in your system. you'll still probably need someone else to actually track those problems as they come up in games if they're not good playtesters, but if you want to find out where your rules are unclear, play with a rules lawyer; if you want to find out where imbalances are present, play with a min/maxer. if you want to find out where your rules will have undesirable consequences, play with a nitpicker. good players don't necessarily make good playtesters, and if we had better playtesting for 5e, someone might have found out that bricking your wired reflexes would as written shoot sparks and smoke into parts of your body that are going to cause serious problems, or that technomancers got nerfed so hard that they wouldn't touch them with a 29.5 foot pole, or that you can just pay the money back on your in debt quality and never pay the karma to remove the negative quality, but never be penalized by it ever again.

* i believe that RAW should generally not be some sort of sacred cow, but it's best if RAW and RAI are the same thing, or at least close enough that you can get a pretty good guess at RAI based on what the rules actually say. so yes, the person who interprets RAW as if it were holy text is good to have around when you're playtesting.
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binarywraith
post May 25 2019, 02:35 PM
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If RAW does not match RAI, it is 100% on the team making the product. The game designers for the rules design and implementation, the writers for how that implementation is presented to the reader, and the editor for not catching when the two dont match up.
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Kyoto Kid
post May 25 2019, 06:13 PM
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...the tricky part is that Missions pretty much observes RAW, albeit with some restrictions primarily related to disallowing certain Qualities and Metasapeints (the latter seen as imbalanced or overpowering), as well as discouraging PvP situations and "alternate" rules such as Sum to Ten and Karma character builds (the latter which I disagree with as even with the priority system I have seen it easy to min-max and create an unbalancing character that can make the other players feel more like spectators instead of participants).

In some areas, like where I live, Missions is the only opportunity available to be involved with Shadowrun on a regular basis as "home brews" are far and few between and often don't last more than a couple months before one or more players usually drop out. Players coming and going or not being available every week doesn't affect Missions as much for while there are 6 "thematic" missions per "season" (along with additional CMPs), they don't necessarily have to be played in any specific order (though Chicago Season 8 and Neo Tokyo Season 9 tended to work best playing from beginning to end because of the way they were set up as to how certain plot elements unfolded within).

Several core members of our Missions group (self included) are concerned about Missions switching to 6E after Season 10. We will continue to run the older CMPs & Chicago missions (just so there are enough options to run on a weekly basis), which were written under 5E while NT seasons 11 and 12 will be 6E. Several of us have also voiced concern over switching gears midstream in the Neo Tokyo setting and what that will do to ongoing characters. as many have been built using the more recent rules expansions. that would not be available again for a while.
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