![]() ![]() Those are the main differences between 2nd and third that I can remember offhand, at least as far as the core rule books go. It was supposed to be a simplified, quicker rule set for the decker, but in practice it was still slow and annoying. This was the first system that got away from the mini-dungeon computer map for each system. This made a lot of systems like vehicle combat insanely complex in third edition compared to second edition.Īlso the matrix rules in third edition core were the ones introduced in second’s Virtual Realities 2.0. In most other areas, what they did in third was make very complex systems that had been introduced in 2nd edition supplements as optional rules the default in the 3rd edition core rulebook. Also the anchoring metamagic was mauled by the nerf bag in third. Stating in third edition Initiates only learned one metamagic per grade instead of getting all of them upon first time initiating. Opinions seem to be mixed on whether getting rid of them was good or not. (Intercepting spells in astral space, grounding spells into physical space through dual natured things like active Foci.). Most of them were improvements, but they did get rid of some of the depth to astral space that 1st-2nd had. Speaking of magic, there were a lot of small tweaks to the magic rules. It was easier to make a magical or metahuman character in 3rd. Not as many as got split in 4th and 5th edition, but 3rd was where it began. Firearms became Pistols, Automatics, etc. Both of these put together turned having high initiative from being god mode to being just really good. And dice pools refreshing at the beginning of the round rather than the beginning of the turn. Specifically, only going once before everyone else instead of possibly multiple times before low initiative folks. In overall rules, there were a couple tweaks that de-powered high initiative characters. (Copying the reply I posted to this same question in /r OldSchoolShadowrun) That edge is still there in 3e, but tempered a bit. In this way, high initiative characters have a big edge over everyone else in 2e. This method guaranteed everybody at least goes on the first phase. In 3e, they start at the bottom and count up, going first at five and then at 15. I can't count all the time.) times already. ![]() In 2e, if another person rolled 15, they would get their first action at 15, meaning the opponent with the phenomenal score of 44 would have gone 3 (edit: 2 times. That character goes again at 34, 24, 14, and 4. In 3e you still get those extra phases, but you get those phases where you act alone after the lower initiative phases.įor example in 2e the highest number for initiative went first, say at 44. The real difference is, in 2e an exceptional initiative and reaction could cause you to get extra phases of combat before anyone else. Tbh it is almost the same as 2e initiative, just backward. "Watch your back, shoot straight, conserve ammo, and never, ever, cut a deal with a dragon." Living Community (Where you can play online) Subreddits For that please check out /r/ShadowrunReturns for help. Sadly our nova hot community isn't the best place to discuss the mechanics discussion or troubleshooting the video games. Mostly the pen and paper role playing game, but also the deck building card game, video games, and literature of Shadowrun. Discussion is primarily aimed at exploring narratives found in the Sixth World. Here at /r/Shadowrun we talk shop about all things in the shadows.
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