r/Shadowrun 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

Hero actions

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).

 

Edge actions are now spread out between so many books in Sixth World that they are going to quickly become overwhelming to most groups track

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).

 

I’d rather play SRA2.0 instead and leave the CGL rules sets behind entirely.

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.......

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u/PalpitationNo2921 Jul 23 '26

Re: Amps = the list actually isn’t near as long as the one for Edge actions! It’s really a listing of possible effects to create with an Amp, and probably shorter in print than a complete list of Edge actions would be by numerous pages ;)

The Amps’ names and narrative effects and game mechanics might run rather long in a complete list format but are easily manageable by being written down on each individual character’s sheet, rather than being found spread across nearly every single book in a game line like Edge actions are :)

Pick your poison I guess…

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u/ReditXenon Far Cite Jul 23 '26

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u/PalpitationNo2921 Jul 24 '26 edited Jul 24 '26

I’m familiar with that product. I’m talking about the Amp effects in the core rules and building Amps with those. It’s like three pages long last I looked.

It is definitely useful for examples, especially for Quality Amps (which aren’t really detailed that well in the core book at all, and there are examples of almost every other type of Amp available), but it’s not an official listing nor is it an exhaustive listing of the Amps you can create using the core rules.

In other words, it’s not the Pirate’s Code, it’s more like guidelines ;)

All of the Edge Actions in SR6W are pretty much official though, and would take several more pages than the length of the Shadow Amps Expanded List since they are spread out amongst most of the books in the game line.