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Shadowrun, Sixth World Core Rulebook: City Edition: Seattle
Publisher: Catalyst Game Labs
by Thomas W. [Verified Purchaser]
Date Added: 09/18/2019 08:57:31

Shadowrun Sixthworld has been getting a lot of bad reviews and many 1 star ratings. While there are many problems with the system and the missing information in the rule book, I don't feel all the criticism is warranted. With objectivity in mind, I'll list the good, the mixed, and the bad of the book.

The Good: By far, the best thing about the book is that rules are extremely simplified from previous editions. The list of skills has been reduced to 19. This, along with other simplifications, make character creation a lot quicker.

The matrix is much more playable in this edition. Although it can still be complex, you don't have to worry about keeping track of marks like you did in 5e.

Finally the artwork is generally pretty good. Although not all the pieces are great, it generally sets the tone for the game and none of the art stands out as completely goofy.

The Mixed The Edge system is a mixed bag. On one hand, I like it because it encourages fast combat and taking risks, but on the other hand it sometimes simplifies things too much. Essentially, rather than keeping track of all kinds of weapon and armor modifiers, there are just a few modifiers that can give players or NPCs a point of Edge which can be spent on rerolling dice or performing various manuevers. This speeds things up since in previous edition there were so many modifiers that went into attacks that combat could sometimes slow down to a crawl. However, because you can only gain two points of Edge a round and edge can be saved up (rather than spent the round it was earned), combat becomes less about tactics and more about taking big risks (Do you spend the edge this round or wait until later?). This isn't a terrible idea, but it can lead to situations where weapons, armor, and cover become relatively unimportant (More on that below).

The Bad The worst, as has been pointed out is fact that the writers overlooked some important information in their rush to get the book out. How much essence do you start with? The answer is 6 as long time players know, but this isn't mentioned in the book. How much damage do unarmed attacks do? (The answer is strength/2 rounded up, stun damage.) This is also not mentioned. While this missing info is easily found on the internet, the book feels a little rushed because of it.

Th other bad thing is that armor is a lot less effective in combat. Rather than allowing a player to soak damage or giving bonus defense dice, it gives a defense rating which is compared to an attacker's attack rating each round. If the defense rating is 4 points higher than the opponent's attack rating, you get a point of edge which doesn't even have to be spent on defense that round. While this eliminates the problem of "walking tanks" of previous editions ("I don't need cover because I can soak the damage!"), it makes all but heavy armor mostly ineffective.

Conclusion So Shadowrun 6th World Edition is a mixed bag. There is a lot to like. It overall is quicker to make a character and there is generally less to keep track of. This might annoy some veteran Shadowrun players who like the complex rules and fine tuning their characters, but I really like quicker character creation and gameplay. However, the missing information makes the book feel incomplete and the edge system has the unintended consequence of making armor and a lot of tactics much less important.



Rating:
[3 of 5 Stars!]
Shadowrun, Sixth World Core Rulebook: City Edition: Seattle
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