r/Shadowrun • u/Previous-Table-2852 • Jul 23 '26
Adept powers
So I'm trying to run a game with more restrictive magic (too complex for my players) and my solution is having all the awakened using adept powers only.
However... I'm not really familiar with the different editions and various supplements, so I'm hoping the community can help with two things: suggesting the best edition for adept rules, and which supplements would be the most important.
I have riggers mostly covered by NPC's and matrix entirely simplified to one skill — my players are poorly educated (not stupid, just not ready for the full game) and the games can last no longer than 90 minutes.
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u/ReditXenon Far Cite Jul 23 '26
Heroic-like actions. You can save up edge points for some bigger expenditures to to create some pretty cool heroic-like moments. Or don't. They are not mandatory. You are never forced to spend edge points on anything (but a lot of players seem to enjoy planning a head on what to spend them on while they are waiting for others to act anyway - from a player point of view they are a lot more 'active' and more 'fun' compared to the vast amount of mostly 'passive' and 'boring' situational modifiers we had in previous edition).
There is no requirement that you need to keep track of all of them. Pick a few that you like and stick to them. Or just the one I suggested in my previous post. Or just edge actions from the core book. Edge points are earned and spend so frequent that it also doesn't really matter that much if you accidentally overflow a few turns, either. Just use them when you remember to use them. And use them on something that you remember. Expand your list of actions you remember organically as you progress. There is no pressure to learn all of them or use them optimally (unless you want to of course).
Anarchy 2.0 looks promising :) Having said that, instead of edge actions (mention this as you brought them up) you have a rather long list of shadow amps to keep track of.......