Editing Shadowrun
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In addition to this basic mechanic, players can use several task-specific dice pools to add bonus dice to certain tests, though dice that are used do not refresh until the end of a turn. This adds an extra tactical element, as the player must decide where best to spend these bonus dice. For example, combat pool dice could be spent to improve attacks or to improve defense, or some of each. Players also have Karma Pool that can be used to reroll any dice that failed to reach the target number. Karma Pool refreshes rarely, typically once per scene or less, at the GM's discretion. The combination of Karma Pool and dice pools gives players a considerable amount of freedom to decide how important a task is to their character. Two characters with identical statistics could perform very differently on the same tasks depending on their priorities (and thus, allocation of dice pools and Karma Pool). In addition to this basic mechanic, players can use several task-specific dice pools to add bonus dice to certain tests, though dice that are used do not refresh until the end of a turn. This adds an extra tactical element, as the player must decide where best to spend these bonus dice. For example, combat pool dice could be spent to improve attacks or to improve defense, or some of each. Players also have Karma Pool that can be used to reroll any dice that failed to reach the target number. Karma Pool refreshes rarely, typically once per scene or less, at the GM's discretion. The combination of Karma Pool and dice pools gives players a considerable amount of freedom to decide how important a task is to their character. Two characters with identical statistics could perform very differently on the same tasks depending on their priorities (and thus, allocation of dice pools and Karma Pool).
− In the fourth edition, things have changed substantially. The game still runs on six-sided dice, but now each task is given a threshold. The player then rolls dice equal to their skill plus the relevant attribute modified by applicable modifiers. The number of fives and sixes is equal to the number of hits. Hits above the threshold indicate extraordinary performance. Furthermore if more than half the dice rolled are ones, then the player has made a ''glitch''. Glitches cause bad things to happen to the player and gamemasters are encouraged to be inventive and funny. + In the fourth edition, things have changed substantially. The game still runs on six-sided dice, but now each task is given a threshold. The player then rolls dice equal to their skill plus the relevant attribute modified by applicable modifiers. The number of fives and sixes is equal to the number of hits. Hits above the threshold indicate extraordinary performance. Furthermore if more than half the dice rolled are ones, then the player has made a ''glitch''. Glitches cause bad things to happen to the player and game masters are encouraged to be inventive and funny.
===Archetypes=== ===Archetypes===
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In addition to this basic mechanic, players can use several task-specific dice pools to add bonus dice to certain tests, though dice that are used do not refresh until the end of a turn. This adds an extra tactical element, as the player must decide where best to spend these bonus dice. For example, combat pool dice could be spent to improve attacks or to improve defense, or some of each. Players also have Karma Pool that can be used to reroll any dice that failed to reach the target number. Karma Pool refreshes rarely, typically once per scene or less, at the GM's discretion. The combination of Karma Pool and dice pools gives players a considerable amount of freedom to decide how important a task is to their character. Two characters with identical statistics could perform very differently on the same tasks depending on their priorities (and thus, allocation of dice pools and Karma Pool). | In addition to this basic mechanic, players can use several task-specific dice pools to add bonus dice to certain tests, though dice that are used do not refresh until the end of a turn. This adds an extra tactical element, as the player must decide where best to spend these bonus dice. For example, combat pool dice could be spent to improve attacks or to improve defense, or some of each. Players also have Karma Pool that can be used to reroll any dice that failed to reach the target number. Karma Pool refreshes rarely, typically once per scene or less, at the GM's discretion. The combination of Karma Pool and dice pools gives players a considerable amount of freedom to decide how important a task is to their character. Two characters with identical statistics could perform very differently on the same tasks depending on their priorities (and thus, allocation of dice pools and Karma Pool). | ||
− | In the fourth edition, things have changed substantially. The game still runs on six-sided dice, but now each task is given a threshold. The player then rolls dice equal to their skill plus the relevant attribute modified by applicable modifiers. The number of fives and sixes is equal to the number of hits. Hits above the threshold indicate extraordinary performance. Furthermore if more than half the dice rolled are ones, then the player has made a ''glitch''. Glitches cause bad things to happen to the player and | + | In the fourth edition, things have changed substantially. The game still runs on six-sided dice, but now each task is given a threshold. The player then rolls dice equal to their skill plus the relevant attribute modified by applicable modifiers. The number of fives and sixes is equal to the number of hits. Hits above the threshold indicate extraordinary performance. Furthermore if more than half the dice rolled are ones, then the player has made a ''glitch''. Glitches cause bad things to happen to the player and game masters are encouraged to be inventive and funny. |
===Archetypes=== | ===Archetypes=== |