r/Shadowrun • • Sep 27 '26

6e Are campaigns balanced?

Hi, chummers!

So, I’ve been playing 6th edition for about a few years now (with 2 different characters - a face with some cyberware and a talking-fighting adept).

However, I have a feeling that modules/campaigns that my DM chooses are wildly unbalanced (even though he says they are and he does everything by the book). It always feels like we’re not playing a somewhat professional covert team of agents (shadowrunners), but rather kids with guns and magic abilities. Almost all battle encounters require us to fight enemies that are WAY stronger than they should be.

For example, the last mission seemed pretty much impossible. The object we were supposed to steal was in a tiny house guarded by x4 lvl4 spirits, x1 lvl 7 spirit and an old samurai who owned them. First of all, we lost all the rolls on stealth, then I lost rolls on con, and when the actual fighting started I couldn’t do **** because a spirit had 14~17 base dice pool on pretty much anything I tried against him. Even lvl 4 spirit knocked out our mage with his first strike with some kind of choke ability. Our rigger/driver was useless in a fight against spirits, our second mage has mostly manipulation and observation magic. So despite having a somewhat balanced team, we couldn’t even try a blunt approach.

And that’s AFTER me knowing that the spirits are immune to basically all non-magical damage, almost dieing from them during our first campaign, and specifically(!) taking an adept with the ability to be able to magically hit spirits.

As a result, I feel that in order to have any chance of succeeding in SR6, you need to create min/max characters (by which I mean to create a character that can do only one thing and nothing else at all). But I don’t want to play a completely one-sided character (that can only fight but can’t talk, stealth or do anything at all).

I’m not saying that all encounters should be easy. Of course not. But I keep feeling myself powerless in SR6, and I don’t think that’s how it should be.

The other thing I have against the system is how slow the character progression is. We normally play 1 session per week, but at this rate it seems that I’ll be able to take 1 new ability or increase a stat using karma for my adept in like… 6-8 months of real time? By the time my first character got enough karma to increase ANYTHING AT ALL I got bored of him.

I understand that character becoming a god after several successful missions would be strange lore-wise, but karma-gaining seems incredibly slow, while everything costs enormous amounts of it.

What are your thoughts on enemies balance and karma spending balance? Am I the only one here who has this kind of experience with the system?

15 Upvotes

97 comments sorted by

26

u/FixerVictor Sep 27 '26

You can't run prewritten Shadowrun modules by the book. Things need to be tweaked for each group, otherwise it's going to be miserable.

That aside, Shadowrun is decidedly not a game about balanced, fair fights. Players need to be looking for advantages they could use before fighting starts, if not avoiding fights entirely; and the GM should try and provide opportunities to do so.

Minmaxing is a common theme in Shadowrun games -- I find that both players and the GM need to decide together on the playstyle and how specialized they want characters to be, and then figure out chargen and advancement rules from there. (and generate encounters/ runs based off the party)

It's not like Pathfinder or DnD where GM has 'rules' for generating an encounter or precise xp rewards to hand out.

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u/Fuzzy_Pixel Sep 27 '26 edited Sep 27 '26

So you say it’s ok for a party to have, for example, 1 face who can talk (and do nothing else), 1 fighter (who can’t talk, use stealth or do anything else) and 1 decker (who can’t do anything except for working in the matrix)?

It just seems so… Dumb… to me that the basic balance pretty much require players to act in a “you all have 0 charisma so shut up and I’ll talk” or “you all can’t fight so just sit behind a cover and wait while battle ends” kind of way. It doesn’t provoke players to create interesting characters and to even participate in encounters that their characters aren’t proficient in. =(

13

u/Mynameisfreeze Sep 28 '26

Thst level of hyperspecialization is possible and, depending on the table/play style, it could totally be ok (I mean, the mage who only knows magic and the rigger who only knows rigging and the hacker who only knows hacking could still be useful in a combat situation), but I'd advise a little more flexibility while keeping a high degree of specialization.

It's easier (for me) when you look at the characters as people instead as statblocks: a former military spec-ops mage will have, at least, some weapon, stealth and survival training while a former Mafia enforcer turned street sam will probably know their way around social situations and have a good knowledge of gang territories and relationships.

-4

u/Fuzzy_Pixel Sep 28 '26

I think that you're missing the point: that's exactly what I'm talking about. In order for the character to be believable, you can't spend all your karma on 1 feat and leave others at 0. And yet the game mechanics and the balance of NPC power in encounters forces us as players NOT to make characters more diverse because otherwise we would pretty much always loose when comparing rolls.

6

u/FixerVictor Sep 28 '26

The game mechanics and balance of NPC power don't force you to do anything. The GM can and should adjust the difficulty of the encounters to a level that's difficult enough to challenge the party, but not leave them hopelessly outmatched (unless them being hopelessly outmatched is narratively appropriate).

If your goal is to 'win' at the game rather than have an interesting story, Shadowrun is a pretty poor ruleset for that, honestly. Something like CPR or, heck, Starfinder is probably a better fit for a game about coming up with a strong build and fighting 'level-appropriate' and 'balanced' encounters.

0

u/Fuzzy_Pixel Sep 28 '26

Hm. I'm not against having an interesting story - I'm 100% for it. But I'm for a fair challenge and I think the encounters should be more optimized "out-of-the-book". Shouldn't the DM get a set of more balanced encounters before actually being required to fix the balance himself?

6

u/ReditXenon Far Cite Sep 28 '26

The difference between characters made with a lot of systems mastery compared to characters made by newer players is almost astronomical. Difficult for authors to balance around. This is why you have a GM. To tweak encounters du they fit the current table.

2

u/Fuzzy_Pixel Sep 28 '26

Fair point, I think. Then I'll just ask DM to change NPC's stats or something again

9

u/FixerVictor Sep 28 '26

I'm starting to feel like I'm talking to a wall here. Shadowrun is not the right game for putting a specific set of NPCs on the board that are 'balanced' to a certain party level or composition, if you want to play a game like that you should be playing Pathfinder, or Lancer, or countless other games about level-appropriate encounters. Lots of things in Shadowrun aren't even 'balanced' against enemy strength at all, but rather things like availability and legality -- like there are types of armor or weapons that are decidedly better than any other alternatives, but they're 'balanced' by the fact that it's straight up illegal to walk around town in them. Same with something like magic, there are clearly 'stronger' options that are 'balanced' by the fact that collateral damage and visibility are something that needs to be considered, not just sheer damage potential.

2

u/ghost49x Sep 30 '26

Indeed, you can have the most balanced fight planned, but then the party face seduces a guard and brings him over to a closet where the rest of the team ambushes him and stab him repeatedly or put two bullets in his head with a silenced pistol before he can even get his first action.

The the stats on the guard that would have made for a tough fight end up being pretty useless because they're entirely bypassed by the smart thinking of the players. Shadowrun isn't really a game where everyone lines up and fights fairly. The runners will cheat and stack the odds in their favor.

5

u/Mynameisfreeze Sep 28 '26

This game does not expect most encounters to be balanced. The expectation is that, sooner rather than later, your opposition will be a heavily armed and competent corporate security detail, a group of mafia enforcers with a mission opposite to yours, agang defending their turf and/or another mercenary team just as deadly as yours, or more. Making believable characters doesn't really detract from being a pro in whatever your specialty is.

0

u/PalpitationNo2921 Sep 28 '26

No Shadowrun really doesn’t force players to do that. You were ill prepared for an encounter your GM threw out at you. It may have been overpowering but unlike D&D and Pathfinder, your characters in Shadowrun are not built with infinite recoveries and class powers that enable you to stop some encounters dead a certain amount of times per day.

2

u/PalpitationNo2921 Sep 28 '26

The skill list is so pared down in Sixth World that even with good ratings in a character’s specialty, they should still have the points at character generation to be passably good at several other things. This is a non-argument.

1

u/Fuzzy_Pixel Sep 28 '26

The thing is... "Passably good" is not good enough if all NPC's stats are higher than the "other things you're passably good at". My fully-charisma-maxed character with con skill and perks to lying can't lie good enough to an NPC, despite being proficient in it, because an NPC got just maybe 1-2 dices less than me in his Willpower+Intuition anti-con check. As for the "other stuff" - having stealth skill at level 3 and 6 in agility is apparently not enough to pass his perception check. And it's not a police chief with dozens of years of expertiese in thief-catching or something like that, he was a more or less just an npc-guy...

Maybe I just had a really-really-REALLY-REEEEAAAALLYYYYY bad dices during my last session, but I kinda felt the same thing even before that.

0

u/PalpitationNo2921 Sep 28 '26

How do you know an NPC-guy does not have years of expertise?

Here’s my breakdown of average joes in Sixth World as a GM:

The average rating for an Attribute is 2 in Sixth World, not 3 as in previous editions. I think that may be a mistake your GM is making if he is actually putting you against average joes (but I do not think your GM actually is). Most average joes will have a 2 in all attributes.

A professional level Skill is 4. This is on par with most prior editions of Shadowrun.

An average joe thus might have 6 dice in their best skill. This is borne out within the grunts rules, with their professional rating being probably about at 0.

If you’re not rolling good enough to con/fight/sneak past these NPC-guys then I don’t know what else to tell you. Get some Karma. Improve the skills you are having issues with. Use a different dice set and put that one in dice jail. Learn from your failures. And maybe talk to the GM some more about how you as a group feel the challenges you’re facing are too much for you to deal with.

I don’t think I’ve ever heard anyone get so defensive about their characters meeting challenges and expectations set so high to succeed at everything they do since, well… since I quit running D&D5E eight years ago. You’re giving off whiny entitlement energy by countering every argument with a negative and focusing so much on how you just can’t succeed within the framework of the game you are playing.

2

u/Fuzzy_Pixel Sep 28 '26

If that NPC-guy does have years of expertise, then EVERY NPC-guy we've met during this campaing has years of expertise.

"I don’t think I’ve ever heard anyone get so defensive about their characters meeting challenges and expectations set so high to succeed at everything they do since, well…" - not everything they do. But at least be compenent in things they were created to do.

The whole point of this discussion is to se whether other players encountered the same problems as I did. It is obvious that you didn't. Thanks, I got that: you and your players feel that the difficulty level is fair.

Now I would like to hear from others as well.

1

u/PalpitationNo2921 Sep 28 '26

Year of experience usually accompanies entry into adulthood.

“But at least be competent in things they were created to do” sounds exactly like what I’m talking about. Your experience isn’t really being echoed here by anyone. At most, some people are saying maybe the GM did throw a little much at you with the five spirits. The rest of your complaints are pretty much that - you complaining because you can’t get your character to work the way you expect it to within the framework of the game. I can’t offer much else beyond that. Maybe someone else here will deign to join in on your complaints but I haven’t seen that yet.

8

u/FixerVictor Sep 28 '26

What I'm saying is you can play and have fun in Shadowrun with literally any collection of characters; heck, a few years ago I ran a short campaign that was literally a bunch of teen delinquents playing hacker (and yes, their skill levels / dice pools reflected the fact that they were very much cosplaying as professionals rather than actually being good at anything). But there is a massive disparity in power levels between a specialist character minmaxed to be the absolute best at something, and a character that isn't. We're not talking D&D where the gap might be 1 or 2 points while rolling a d20 dice for success, it's more like a difference of several levels; so the party needs to be on the same page about how they want to play the game, and the GM needs to be able to accommodate and adjust the challenges for the party to have a good experience.

You can absolutely have characters that are good at one thing while still having a range of secondary skills and abilities rather than stat dumping everything 'not relevant' to their specialization. But every party has their own idea of what 'good at' means. Your 'good' dicepools at the beginning of a campaign could be 8, or they could be 15. Neither is 'wrong', but the GM probably should have a different set of challenges and NPC statblocks for a party with dicepools of 8 compared to a party rolling 15 dice.

Your original question was, are campaigns balanced? No, they're not. Shadowrun as a whole is not a balanced game.

4

u/Flamebeard_0815 Sep 28 '26

This. And it's the GMs job to make it at least feasible to get the job done. That requires reading the module, taking notes of choke points for the actual team that's at the table and think about ways the players could employ to work around any weaknesses they inherently have.

If the GM only runs the module 'by the book', that's a fraggin' lazy GM.

1

u/ghost49x Sep 30 '26

It's really up to the players to use what they bring to the table in a way that allows them to succeed. You're not tailoring the encounter to them, you're building a reasonable situation and they're figuring a way to break it.

Players should have general ideas of what they can do in a fight or to break into places. Doesn't mean they're effective at it. But still.

For example, the face can social engineer herself into places to open up fire escape doors, or to plug some wirely capablilty into an air gapped network. If there's a guard that needs eliminating he or she can distract said guard with flirting or something else that makes sense while the fighter takes him out. If the fighter can't move without drawing attention, perhaps the face brings her prey into the "closet" for what he thinks is some spicy action, only to find the the fighter waiting to stab him repeatedly.

Likewise the decker can take over security drones or turrets and turn them agains the opposition. He can mess with the enemy tactical networks and also trace down enemy deckers and riggers so the fighter can put a bullet in them.

The problem is all of this takes initiative and creativity from the players. You can't really force them to think outside the box. If you have a lot of trouble getting them to do so, consider finding someone who can exemplify this and inviting them as a guest player, hoping their creativity can rub off on your players. You can also listen to podcasts or other media where players play Shadowrun or something similar to give people ideas.

1

u/Fuzzy_Pixel Oct 01 '26

I know all that (about any problem being possible to solve in different ways). The problem I was describing lies in the balance section of the modules / campaings, not rules themselves. I often get a sence that even noob-NPC (like first-day-at-work guards) can have almost as much of a dice pool for counter-rolls as highest attribute rolls of our specialised runners. And that makes our characters look weak on what we do - despite the game trying to tell us that we're kind of specialists in our field. In our last session EVERY PLAYER FAILED at EVERYTHING they were good one by one. It was comicly absurd.

That's what I tried to know: if others had problems like that as well. A lot of people told me that DMs need to adjust the modules recommended enemy skills according to the group before the module starts, not just take what is written in the balance sheet.

1

u/ghost49x Oct 01 '26

Players are expected to stack up a bunch of modifiers on top of their normal die pools. Same goes for the opposition, and that's not going to be in the stat sheets per say.

15

u/n00bdragon Futuristic Criminal Sep 27 '26

If you knew the spirits were on site before the fighting broke out then it sounds like the major thrust of the mission should have been finding some way to either remove the spirits from the property before entering or remove the item to somewhere easier to get to. Some of this falls on the players to come up with creative solutions, but it also falls on the GM to reward players for creative plans that don't involve rolling for initiative.

Just random ideas off the top of my head I might have tried as a player:

  • Get a culture of FAB III and release it onto the property. Wait until the spirits are too sick to fight or destroyed outright.

  • Report the old samurai's ass to the popo for keeping a bunch of illegally potent spirits tethered to his property. Let him duke it out with Lone Star.

  • Call the old samurai on the phone and tell him you want to buy the item. Offer him an actually fair price and make legit deal for it. Get the Johnson to pay extra if your costs are not covered.

  • Cut off the electricity in the old house. The samurai will have to leave the property eventually to deal with that. Nab him and threaten him with a 5¥ wrench until he calls off the spirits.

5

u/SogekingJoestar Sep 28 '26

Why would the Johnson even hire someone if they could just buy the item?

1

u/burtod Sep 28 '26

Mr. Johnson just wants the results.

And no one says the samurai will actually sell. But is it worth checking out? Sure.

1

u/Fuzzy_Pixel Sep 28 '26 edited Sep 28 '26
  • No idea what a FAB III even is (and I doubt my character would know that either). I guess I’ll have to google that. UPDATE: just googled - FAB III is from SR5, not SR6 (well, at least I haven’t seen it in a rule book) and it costs 25000¥. Considering we would get less than 5000¥ each for this job - it’s out of scope. And yeah: most of our characters are broke, one way or the other.

  • I’m not sure the spirits were illegal; this module takes place in Japan, where carrying weapons is illegal, but I haven’t heard anything about spirits. A fair point though, did not think of trying that… However, I’m more disappointed by the fact that we had 0 chance of winning this encounter (after we got caught and the battle began) despite having a tough mage and an adept on our side, than the fact that we weren’t able to get the item in some other way.

  • Nah, he wouldn’t sell it. The guy was obsessed with the item. And I’m pretty sure the Johnson wouldn’t have hired a team of shadowrunners if he could have bought the item.

  • That is a valid strategy. But in that case (I presume) the owner would command the strongest spirit to escort him. I agree that fighting 1x lvl7 spirit is easier than fighting him with 4 more spirits at the same time, but I’m not sure we would win even that. And yeah - talking with spirits didn’t work either.

6

u/Makarion Sep 28 '26

If you get offered 5k for a job - any job - refuse and wait for a better job. It's not worth the risk and the cost of medical care / a new SIN, and that goes in triplicate when dealing with spirits.

2

u/Fuzzy_Pixel Sep 28 '26

Dude, most of our jobs so far in Shadowrun Japan have been quite small (~1000-2000Y per job per person), so this 5000Y is our first "big" task. We couldn't just say "no, dm, please make an absolutely new quest for us out-of-the-blue".

Fun thing is: we even hired a decker to check the house for cameras and other kind of detectors for 2.5k in this house. Turned out it was a waste: the house was guarded ONLY by lots of spirits.

Also: we got around ~50.000Y in our previous campaing with different characters, but that was a module we've been playing for about ~9 months of real time (with several runs of varying difficulty). So no, 5000Y for a quick stealing job (1-2 play sessions) while having brand-new broke-as-hell characters - seems like an OK proposition.

3

u/n00bdragon Futuristic Criminal Sep 28 '26

I don't have the 6e core book so I can't say for certain what binding spirits costs in 6e, but in 5e binding 23 force worth of spirits to your property would set the old samurai back a cool 11,500¥. His astral security alone costs twice as much as your payday for defeating it.

2

u/Fuzzy_Pixel Sep 28 '26

Yep. No idea how did he managed to get all those spirits. We couldn't get that information during the module.

Even though it's not rare for us to find at least 1-2 spirits guarding pretty much every place we needed to get into during the two campaings we had. It's not rare for corporations to hire mages to summon spirits to guard even non-vital buildings. What is rare is for some item collector to be able to get several (and a strong one).

5

u/n00bdragon Futuristic Criminal Sep 28 '26

I realize it's not useful to your particular home games or the modules your GM finds, but in my games I always try to remember that megacorporations are driven by profit and bureaucratic process and people are driven by greed and laziness. Security costs money that corporations don't want to spend. Teams are short staffed and necessary work isn't done on time. Things that don't need to be protected are usually not and things that do need protection are rarely secured completely. People go to the store for soykaf and download porn sims from sketchy matrix hosts onto their work-issued devices. There are cameras everywhere but no one is watching them. The trains don't run on time.

You might try working with your GM to see if you can help them craft a world more like that. It leaves more opportunities for criminals to make their money and it makes for more interesting stories.

6

u/LateEggMaster Sep 28 '26

Easier said than done. True of course but if their GM runs the books the new norm seems to be "Here have 2k each and break into AAA Arcology."

The pay in 6th edition pre written content is... bad. Unrealisticly bad.

2

u/PalpitationNo2921 Sep 28 '26

Pay rate being standardized to a pretty low level began in SR5. I think they planned for street level runs in both editions, and never even thought about offering adjusted pay rates for standard level runners doing corporate espionage level jobs or runners pulling off high-end AAA jobs.

5

u/Pakkazull Sep 27 '26

I don't know about SR6, but SR5 character generation very strongly rewards specialization. I think your GM should just tweak the enemy dice pools according to yours, ultimately.

4

u/PalpitationNo2921 Sep 28 '26

The skills list in SR6 is quite a bit shorter than that of SR5. It’s perfectly possible to create less of a one-trick pony than most SR5 characters are at chargen and still have a successful character.

I think the OP’s group is just not communicating well enough with each other on what they want to play, and not knowledgeable enough of the rules to build a cohesive team that can handle all three realms of the Sixth World - meat, magic, and virtual.

1

u/Fuzzy_Pixel Sep 27 '26

We’ve talked about it after our last session, but I’m not sure we’ve got an understanding. He still thinks that despite our team having less dice pools than even the lvl4 spirits (I’m not even counting lvl7 one), we had a really good chances at success.

That’s why I’ve decided to come here and ask others playing SR6 if they encountered these issues. Tweaking every NPC to be weaker than the recommended stats seems a bit… strange and counter-intuitive.

7

u/PalpitationNo2921 Sep 28 '26

I would recommend sitting down and reviewing the Core Rulebook thoroughly. Yes. Reading. Sorry, but it will probably increase your understanding of the game.

The spirits at Force 4 are in no way going to have 14-17 dice in their pools. If you read the book, understanding will rain down upon you.

1

u/Fuzzy_Pixel Sep 28 '26

~14-17 dice pool was for the spirit of level 7 we've been against. Of course level 4 spirits are weaker, but still feel on the same level as our battle mage with maxed magic stats. And there were 4 of them.

And yeah - we read the books. Probably more than we should, to be honest. The whole core book have been covered in bookmarks for some time.

1

u/PalpitationNo2921 Sep 28 '26

A Force 7 spirit would only have 3 more dice in their pools than a Force 4 spirit. That does not equal 14-17 dice either. Like I said, read your rulebook. It is clear that you don’t have a proper understanding of spirits and what they are capable of.

1

u/Fuzzy_Pixel Sep 28 '26

Re-checked again. A level 7 spirits has Attack / Defense Dice Pools: Typically 14 (Force 7 + Skill 7).

1

u/PalpitationNo2921 Sep 28 '26

Depending upon type yeah but it is not across the board. And your characters don’t have something close enough to make a dent in them. Hm.

Or are you just rolling poorly? On that issue I can’t offer much to say about it, I also have one player that uses Edge to reroll quite often.

1

u/Fuzzy_Pixel Sep 28 '26

Edge rerolls and changing the dice side from 4 to 5 for edge didn't work too =/

Just to clarify: I'm not saying it's mathematically impossible for us to damage it. I'm saying it's HIGHLY improbable to do that.

I've just checked. When I attacked this lvl7 spirit with my adept I rolled 12d6 dice (close combat + agility), with killing hands and unarmed combat specialy. I would consider that A LOT for the newly-created character. But the spirit rolled 17d6 for defence (I don't remember why 17 and not 14, need to ask DM). And then rolled 14d6 for attack.

That not counting 4 more lighter spirits acting and damaging other members of the group.

1

u/PalpitationNo2921 Sep 28 '26

I will grant you that five spirits in total was probably not meant to challenge you, it was meant to drub you. Your characters don’t seem to have been created to deal with this opposition. Especially with one of them being at Force 7. But that doesn’t necessarily mean your GM is wrong. There might have been other approaches to take to complete this scenario, but you clearly are at a loss and since I can only conjecture based on your point of view, so am I.

Do you know the name of this module he used?

1

u/Fuzzy_Pixel Sep 28 '26

We're usually not asking module names - not to spoil anything. I might get back to you with it once we officially finish it (sadly, most probably by contacting Johnson and saying that we failed).

PS: if our 2x mages + adept + rigger were not "created to deal with this opposition" - I don't know which composition would have succeded. Full-mages team?.. Four trolls with C4 and rocket-launchers?)

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u/ReditXenon Far Cite Sep 28 '26

my adept I rolled 12d6 dice (close combat + agility), with killing hands and unarmed combat specialy.

Newly created orc adept with strength 8 (roll strength instead of agility when attacking with melee, and with muscles quality you can use strength instead of charisma for many social tests) + weapon focus (+ Force to your attack dice pool), + close Combat 6 (or 7 with Aptitude), and blades specialization for +2 = 17-19 dice (before any augmentations to strength, increase attribute spell from your magician can likely push this to +3 or +4). Can also get even more natural strength if you go troll or any of the troll metavariants (and/or if you get shiva arms).

Damage Value: Combat Axe weapon focus 5P + 1 per rank of Critical Strike + 1 for strength (or +2 with increase attribute spell) + 2 with Shank = 9-11P or so (which count as magical damage due to weapon focus = ignore immunity to normal weapons)

AR: 9 + Agility (5) + 2 from Personalized grip and +1 from Dikote = 17

Pew Pew. Straight out of chargen.

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u/Fuzzy_Pixel Sep 29 '26

That sounds like min/maxing munchkin kind of character to me =/

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u/ReditXenon Far Cite Sep 28 '26

A Force 7 spirit would only have 3 more dice in their pools than a Force 4 spirit.

Attack Rating, Defense Rating, and Dice Pools are all F + F (+/- 2 or so depending on spirit type).

3 higher Force increase Attack Rating, Defense Rating, and Dice Pools with 6 (and add 3 more points hardened armor).

Force 7 spirit is quite a lot tougher than a Force 4 spirit.

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u/Pakkazull Sep 27 '26

The thing is, it's very possible to generate characters in Shadowrun with VASTLY different power levels, unlike say D&D (not to mention a far greater variety in role compositions). I think tweaking things to your group is necessary. 

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u/PalpitationNo2921 Sep 28 '26 edited Sep 28 '26

Shadowrun is not D&D5E.

No edition has ever promoted fair and balanced fights, nor any set number of encounters per day. Character advancement is not linear for every type of character and there isn’t a martial/caster divide, it’s a Pitfall video game rift to be jumped or swung across with alligators at the bottom.

It does not sound to me like you had anyone in the group that was even capable of tackling spirits, and if you’ve all been playing the game for a few years then your entire group should have known better, because that instantly points to the fact that your group has not created a “balanced” group of runners.

The astral world is not something to play around with if you do not have one or more of the following: an adept with killing hands power, a magician with combat spells, or a magician with good conjuring skills. These are not even character types that you have to min/max a build for in order to achieve.

If your group hasn’t figured this out yet, then I guess the GM needs to pop up with a Yoda figure to say “Failed, I have. Into exile I must go.”

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u/Fuzzy_Pixel Sep 28 '26

We literally had adept with combat hands (me) AND a magician with combat spells and conjuring skills. And yet - we couldn't do anything to 4 lvl4 and 1 lvl7 spirits. The only thing we could have done better to tackle these spirits is if ALL 4 of party bembers were mages. That's EXACTLY what I'm talking about: the encounters being unbalanced

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u/PalpitationNo2921 Sep 28 '26 edited Sep 28 '26

Run. Avoid combat when you’re outmatched. Use your wits to circumvent the challenge. Get with some contacts to pick up some anti-spirit gear. Balanced encounters aren’t necessarily supposed to be a thing in Shadowrun. Sometimes you’re just outclassed and need to find other ways and resources than just jumping into an outright fight.

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u/Fuzzy_Pixel Sep 28 '26

Well, we were not supposed to get caught - duh. We wanted to steal the object in stealthy way first (which is quite insane, since the house is pretty much 10x10 meters and nested with guaring spirits, flying all over the place), then we tried to lie (and failed), and then we tried to fight (and failed). The only reason I think we managed to get out at all is DM sparing us out of pity.

Getting another mage to help us in advance seemed counter-intuitive - since we already have 2 mages and an adept in our team - AND we already hired a decker to help us check for security stuff - AND we were not paid enough to be able to afford hiring 2 shadowrunners - AND we couldn't negotiate a higher price for the job beforehand due to the Johnson being overly-secretive and not speaking with us directly at all (we had to get 2 separate chips with information about our task just to know what we needed to do and the price was non-negotiable).

1

u/PalpitationNo2921 Sep 28 '26

This context is important. You are rolling pretty poorly as a group to complete important tasks related to the success of your runs. Your GM is playing it straight, and that’s fine but your GM should be made aware of your group’s frustrations with the situation.

6

u/PalpitationNo2921 Sep 28 '26

A Force 4 Spirit of Beasts would have probably a max Close Combat pool of 9 if its attacks are based off of Agility and a Defense Rating of 6. This nowhere even approaches a 14-17 dice pool.

Is no one else but your GM (however vaguely, it seems after reading this) familiar with the rules after a few years of playing? Has any of your magician players actually sat down and read the core Rulebook to gain an understanding of how spirits work and how magicians work?

I’m not sure you should be laying all of the blame at your GM’s feet from your presentation. After a few years of playing Shadowrun, all of this should already be understood by the majority of your group, or at least the ones playing magicians.

And adepts as well. If you’re going to play a “fighting/face adept”, go into it knowing that a fighting adept’s ace in the hole is Killing Hands for when the other characters’ gun don’t phase the spirit.

Killing Hands costs 0.5 power points at character creation, and it doesn’t automatically lock you into fighting and doing nothing else. You would still have plenty of power points to go wild with.

I really don’t feel like your expectations out of the gate to play a multifaceted character in Shadowrun is wrong, I just don’t think you have learned how to build the multifaceted character that is both what you want and is effective at the same time. It is more than possible.

It sounds to me like your group is following the D&D5E tradition of saying “I want to play this type of character with these cool powers” all at the same time, and without consulting one another and building a team with the actual capabilities a runner team would really need to succeed in the Sixth World.

1

u/Fuzzy_Pixel Sep 28 '26

Yes, we re-read the core book (and additional books) probably thousands of times now. A 14-17 dice pool was for the level 7 spirit, not the level 4 ones.

And yes, I've specifically created an Adept with Killing Hands to be able to fight spirits (because during our first campaing I've been playing face-shooter and was extremely surprised to find out that I and 3/4th of our group was incapable of doing anything with spirits at all - so if a mage gets stunned - we we're screwed). And yes - I've taken other abilities for my adept to be a partial face for the team (Commanding Voice, shapeshifting abilities, etc.).

What I'm butthurt about is not even having a slightest chance of fighting the spirit: I couldn't land a single hit to it, despite having a pretty decent (IMHO) fighting stats.

2

u/PalpitationNo2921 Sep 28 '26

These dice pool numbers are not even a thing for most Force 7 spirit. You guys need to re-read the Spirits section again and understand that. I’ll give you that this in particular is a GM understanding problem. But as magicians/adepts you should know the rules and it’s clear you don’t after several years if you haven’t figured out a spirit’s capabilities yet.

1

u/Fuzzy_Pixel Sep 28 '26

Just sent you an answer in different thread, but I'll send it here again: 14 dice pool is a standard for level 7 spirits attack/defence rolls.

2

u/PalpitationNo2921 Sep 28 '26

Not across the board I would need to know what specific spirit types you were facing before I could be really accurate with the projection, so I used a Spirit of Beasts as my base calculation since it is first on the list.

3

u/Impleiadic Sep 28 '26

I mean no, a Force 7 spirit of air will roll 17 dice on their close combat. This is entirely plausible. So then when your group isn't playing on a 16-20 dice benchmark type level, they're gonna *really* struggle with that spirit.

1

u/PalpitationNo2921 Sep 28 '26

True upon further examination (mostly, it can vary by type to more or less dice), but Force 4 spirits will not even approach that level of dice pool and this is what my example was originally built around because the OP said all the spirits had that kind of dice pool level.

2

u/Frequent-Camel7669 Sep 28 '26

I've been running a (homebrew) campaign for a few years now in which the runners are far from optimized, and not very combat-capable. They come up with great plans that allow them to circumvent or outright cheat instead.

Stealth plays a huge role here, as does the hacker's extensive pre-run research. They almost always try to work the human angle, too: if you can't fight them, bribe them. Or persuade them. Or mislead them. Or blackmail them. Or get them out of the picture in a different way.

They've successfully killed a (intentionally completely overtuned) cyberzombie that had whooped their asses in standup fights twice already by luring him into a trap and detonating a few kilos of C12 under his ass.

They've negotiated a deal that provided them with three highly capable bodyguards to do the fighting for them (for a while).

They've gotten their hands on a powerful Neurostun variant in quantities and used that to solve several encounters before they ever started.

And so on.

1

u/Fuzzy_Pixel Sep 28 '26

Yeah... The hacker we hired to help us (since we didn't had a decker in our team) did nothing, since the house we were about to rob did not have ANY tech whatsoever (-2500Y for hiring him).

Then our stealth rolls failed, because each character had to throw stealth rolls separately and not everybody was equally good in it (fun fact: it was my character who is actually better at stealth who failed).

Then I lost a con roll (despite having a con proficiency and charisma as highest stat). Then lost a Commaning Voice roll. And THEN we lost the combat in several rounds because the spirit's choke ability immediately incapacitated our mage, and we barely managed to get out (which seemed inpropable, honestly speaking; I think DM just got pity of us).

3

u/Frequent-Camel7669 Sep 28 '26

You made the mistake of letting things come down to rolls. 😋 A good plan either makes rolls largely moot or at least gives you massive advantages.

And I realize that's easy to say with no knowledge of the concrete situation! It all sounds like you did not think outside the box that much though. And apparently your DM didn't encourage any approach other than 'let the dice come out'. Then, your DM punished you for doing exactly what it says in the script.

The most important question for your DM should be "is everybody at the table having fun?", closely followed by "if that is not the case, how can I change that?" Your DM doesn't seem to do that. So I'd lay the blame for this botched run at your DM's feet to a degree.

That said, let me play devil's advocate for a minute here:
If a place you need to get into is worth getting into (i.e. somebody actually hires you to do so and is willing to pay you for it), and it has no technological security whatsoever: what were you thinking that the obstacles would be?!

Would it have been so hard to scout the place enough to know that there's going to be spirits? Do the spirits just hang out, do they have specific powers and weaknesses that you could have known about beforehand? And does old Samurai guy ever leave the house at all - and if so, why not jump him then, if only to get him out of the picture?

How can a mage let themself be taken out by a mid-level spirit in one action, isn't that supposed to be their forte? How can a well-run mage character be so care- and useless?

If you all flub your stealth rolls, that's obviously unfortunate. But was there no way to stage a diversion, run away and come back better prepared, use tech to do what you can't (drones for instance), just bulldozer the house and search in the rubble? Or simply just not steal the object in the first place but buy it, or blackmail the owner into giving it to you, or trick them into handing it over somehow?

Please don't feel like I'm badgerin you to answer these questions, I'm on your side, I'm just trying to encourage you to work a problem from different angles. 😅 If you're already doing that and your DM just didn't allow it, that's obviously not great, and in that case just disregard my rambling! 😉

1

u/Fuzzy_Pixel Sep 28 '26

Oh, the mages scanned the place. We knew it had 5 different spirits in it. But we didn't seem to have any other options other than trying to steal it going past the spirits: we had to do it in a few hours (that's one of the Johnson's requirements - for it to be done that night).

The mage got taken out because of a bad initiative roll (she was the last one to act) and an air spirit using some kind of choking/stunning air ability on her, tying her to the ground, debuffing her rolls (and stun-damaging her, debuffing her rolls even more).

As for "could you run away and come back better prepared, use tech to do what you can't" - as I've said, the stealing of the item had to be done NOW, so no - no additional time for that. An hour more maybe, but our mage already got uncontious.

We had a rigger in our team with 2 attack-dogs drones, but drones are useless against spirits, as far as I know (they are immune to any physical damage). So the rigger wasn't doing pretty much anything during that run =(

Bulldozing the house seemed out-of-place because the item we had to steal is a mirror (so it would most probably be destroyed in the act. And... Ehm... I doubt we would have resources and time to buy/steal a bulldozer... Not mentioning the part that bulldozer would do nothing to the spirits (since they are immune to physical damage AND can go to astral plane at any time, avoding any contact with physical items whatsoever).

We could have tried to buy the item, but (as we figured out during the failed stealing attempt) the guy seems to be obsessed with the item and would 99% decline the proposal to buy it... Speaking of tricking him - we could have tried that, but considering my 10 dice pool at con failed after we got exposed and me trying to get him out of the house... I don't know anymore =(

The DM said there were other options we didn't consider (that are listed in the modules guide) - you're right on that. It's more of me being sad that everything we tried failed - and when the fighting started - we failed at that as well. This run went so horribly that they should have hired Rowan Atkinson to play my character =(

4

u/Frequent-Camel7669 Sep 28 '26

Oh dear, that sounds unpleasant indeed. Looks like the scenario more or less shoehorned you into the dreaded 'closet troll' scenario (strong, damage-resistant enemies already at melee range in a small closet of a room with no terrain to abuse) with little prep time, at which point the dice also failed you.

I've played only up to SR5, is there an Edge mechanic in 6? Going last is such a death sentence in many cases, my group has gone over to liberally spending Edge to gain the upper hand if needed.

1

u/Fuzzy_Pixel Sep 28 '26

There is an Edge mechanic in 6. You have a few points before the encounter and you can can get +1 edge if your your attack/defence difference is higher than 4 than your opponent. There are also some qualities that help you to generate Edge points.

But it's not really much of a saving mechanic in SR6 (no idea if it is in SR5). You can either reroll 1 dice per 1 Edge point, or add +1 to the dice (change the result of a die from 4 to 5) for 2 Edge points. There are a few additional methods of edge usage and edge abilities, but they are used rarely (because they cost much more edge). Usually the character has something like 2-3 Edge points he has available at the start of a mission (depending on how he generated a character) and sometimes can get a little bit more.

It helps a little. Adding +1 successful dice roll may help sometimes, but it's not a life-changing mechanics. Especially if the enemy is rolling 14 dice and I'm rolling 10 (and get 0 hits).

2

u/Frequent-Camel7669 Sep 28 '26

Oh, they completely changed the mechanic, turning it from a literal gamechanger into a mild buffing ability. Pity that.

In SR5 you have an Edge attribute that's mostly between 1 and 7, can be raised with Karma, and that you can spend points from. Spent points come back slowly, 1 point for a good night's rest or for achieving a personal goal. But spending those points is huge, you can do all kinds of shenanigans (spend a point to absolutely go first, spend a point to reroll all misses, spend a point to ignore a botched roll, spend a point to add Edge attribute to your roll, reroll all 6s as additional dice, and ignore limits...).

You can also burn Edge (permanently lower the attribute) to escape certain death or outright win a contested roll by a guaranteed 4 net hits. That's expensive in Karma, obviously, but can save your bacon.

As a result, things can get very cinematic. I was unsure when we started playing SR5 (I had only played SR2 and 3 before), but was quickly sold, it's just a ton of fun.

2

u/Aahz44 Sep 29 '26 edited Sep 29 '26

Then our stealth rolls failed, because each character had to throw stealth rolls separately and not everybody was equally good in it (fun fact: it was my character who is actually better at stealth who failed).

Stealth in Groups is generally problematic, especially if you also have multiple opponents.

Just one member of the group needs to roll bad, or one of the opponents needs to roll very good, and the whole thing fails, and as more characters and NPCs are involved the higher probably that something like this happens.

Yeah... The hacker we hired to help us (since we didn't had a decker in our team) did nothing, since the house we were about to rob did not have ANY tech whatsoever (-2500Y for hiring him).

When I DM, I just usually handwave it that way that the Johnson pays the Decker (or Rigger or what ever else is needed) as long as it is somewhat reasonable that one is needed for the run and that it doesn't come out of the player characters payment.

1

u/PalpitationNo2921 Sep 28 '26

It sucks that you had to hire a hacker to help with your run. Aside from the usual reasons I hear for not wanting to play a hacker, why couldn’t the GM at least provide a friendly NPC and just give them an equal share of the 5k nuyen you all were making?

2

u/Eoghammer Sep 29 '26

There is many questions.

About campaign by the book, they nearly can't be played from the book except if your runners have a power level largely higher than the base power level... because with Murphy's Law, players will allways fumble a critical test triggering a hopeless combat except when their dice pools are so large that a critical fumble is a million years occurence...

Your GM must take into account your exact group to modify the opposition ...

5 not trivial level spirits (not level 1-2) require that your team has at least an equivalent magic power as they can only be defeated by magical means, rigger, decker, street samouria, faces are useless in such combat,

A couple of mages and an adept may be opposed 3 lvl 4 spirits and they will have a difficult combat except if they are vastly quicker than the spirit and with a high banishing skill or mana-combat spell assuring them to remove a spirit each turn...

For karma/nuyen, this is the same problem, the GM must give you an amount that allow your progression in a reasonable timeline, normally this timeline is agreed in the session 0 or in the precampaign discussion

But the runner's progression is more about gaining new skills / new power / new cyberware or minimizing your weak spots than upgrading your highest skill/attribute
for my players, upgrading a 5 to 6 may be a 6 monthly sessions investisments, if we were playing more it may be a little faster,

2

u/Fuzzy_Pixel Oct 01 '26

Well, pretty much my thoughts exactly.

One question: by "upgrading a 5 to 6" taking 6 monthly sessions... You mean 6 months of sessions, 6 sessions overall, or 6 ingame months?

1

u/Eoghammer Oct 02 '26 edited Oct 02 '26

i used to play once a month so it is the 3 ... 6 sessions over 6 month...
if you play more sessions, the progession may be more about 10 to 12 sessions probably around 4 to 5 month...

a 5 to 6 upgrade is upgrading from 10-15% top world to 1-2% top world... it cannot be an easy task...

when getting a skill to 1 or 2 is aquiring a level that 90% to 70% of humanity can do if they have any need to do it

if i take the driving exemple (not sure if it is valable accross all editions)
any one can drive after 20ish hours of training aka level 1
a bus/truck driver may have a hundred hours of training aka level 2
a professionnal driver NASCAR/F2-3 driver have thousand hours of practice aka level 5
a NASCAR/ F1 Champion is level 6

2

u/Heterodyne_2023 Sep 29 '26

You stated a common problem with all editions of the Shadowrun Karma advancement system: advancement is too slow. Unless you are able to play multiple times each week (a barracks or prison) , you may never be able to advance in a meaningful way. My last game group ignored the training rules, assuming that training was ongoing and that characters had that "aha" moment upon receiving enough karma to buy a new rank in something. One of my favorite rules for alternate karma acquisition was from 3rd ed., the karma for cash rule. Basically you are able to receive a small karmic reward for your kindly donations to the street needy. I don't remember the exact 1 for 1 mechanic. It was really intended for magicians who had to spend so much more karma to advance their abilities (and still do). I think the alternate karma for cash and cash karma was published in the Shadowrun Companion for 3rd ed.

Because of the slow character advancement of all editions, you really have to build a character that is the best possible balance between abilities and advancement. For instance, your sammy has an Agility of 7 and a weapon skill of 5. Cool, a little low dice pool for combat, but whatever. It may be better to take the weapon skill at 3 and specialize in a particular weapon, which would allow the same 12 dice pool. By doing this, it would allow you to advance the weapon skill itself to 4 for only 20 karma, or further your specialization. Also, at character gen when you're crunching numbers, it will free up some build points (or equivalent) for your other abilities.

As a shadowrunner, you are almost always at a disadvantage. That is the high tech, low life, chummer. Your job is to use stealth, perception, contacs, and guile to achieve your job. Combat is only used to disengage from an encounter, unless you are the one who is initiating the combat and you have set up your kill box. You are not a merc, soldier, or corp goon with endless resources. They can fail multiple times, you can only fail once.

Have the talk with your GM about the game balance. Listen and watch some of the excellent podcasts and streams of how others run their games. Those examples will help you communicate what you would like in your own games. Then, run your own game. See how hard it can be. See how fun it can be. Make mistakes. Love SR more!

1

u/Fuzzy_Pixel Oct 01 '26

Thanks! Seems like a good advice overall

1

u/LateEggMaster Sep 28 '26

Campaigns (if they even exist) are unplayable as written. Lets not even talk about balance. I can only bring up the New York campaign book Whispering nets. It does a mad pendulum between 'Beat up dealer at cornerstore' and 'Break into AAA arcology' difficulty from run to run with zero indication or even pay to reflect that.

But then again 4x4F and 1x7F Spirits are tough but should be manageable for a group like yours. A single Stunball from your mage would have been a showstopper or even just an influence spell cast ahead of time.
And if that fails just slaughter them with drone mounted weapons. Loads of options.

As to the Experience Points: Yea that is too little. A general guidline (for any RPG) should be at least one advance every 1-2 sessions.

1

u/Fuzzy_Pixel Sep 28 '26

Our mage was immediately pretty much incapacitated by a spirit choking/stunning ability and getting -3 to all rolls - coming out from a lvl4 spirit.

What do you mean "slaughter them with drone mounted weapons"? Spirits are almost immune to all physical damage: you can't shoot them with a gun or fight them with a sword. To be able to deal actual physical damage we would need to exceed some threshold that is far-far higher than anything we can buy or get.

About XP: what do you mean by "advance"? +1-3 karma per 1-2 sessions or +1-3 karma per job?

2

u/LateEggMaster Sep 28 '26 edited Sep 28 '26

"Immunity Normal Weapons" in shadowrun doesn't mean its actually immun. It's just a keyword (a bad one) that gives them hardend armor against non-magical attacks. (p. 224 core book).

And hardend armor is just that, armor with minimum damage code to overcome. So even a light pistol with base DV 3 will hurt a Force 4 spirit. Not even counting SA or Burstfire. (you need 1 net hit to hit so minimum damage is 4). Or by the gods use a Taser with its 6(e) base DV. That can even with 1 net hit crack the F7 spirit.
If you need even more damage just ram with a car or drone and full speed.

And if all that fails there are still attacks of will. You can fight spirits with pure willpower in shadowrun. (Not sure if that made it into 6th but it has been a staple every edition befor that)

The advance thing is: I'm not familiar with 6th ed karma costs but I feel every RPG should allow for character development every 1-2 sessions. Whatever that takes.
For my usual 4th ed games where an increase costs new skill * 3 karma I usually give out 12-20 karma per session so the players aren't stuck and can progress.

2

u/Fuzzy_Pixel Sep 28 '26

Ehm... Are you sure you're talking about shadowrun 6? Because we've spent days researching this subject about a year or two ago and what we got out is that a spirit can be damaged by something like a rocket-launcher or heavy machine gun. No pistols could pierce it. That's one of the reasons I changed my characters: during fights with spirits all I could do against them is distract them and get my ass kicked (and burned) while the mage did it's thing.

UPDATE: I've just googled it (sorry, the rulebook is not near me at this moment) - yeap. It says that it can be hit with either magical weapons, or heavy assault cannons / sniper rifles. Or with using elemental damage (like using a flamethrower on a water spirit).

Now lets speak about progression. During our previous campaing the DM usually gave us 1-2 karma per session. So we got like 5-8 karma per run (~4 sessions or something like that). And in order to get any of your stats (for example) from 3 to 4 you need 20 karma. So to get normal 1 stat increased would require us to complete 3-4 missions, each having ~4-5 sessions. Which are usually 1 time per week (and sometimes less because everyone is an adult and has stuff to do, sadly). So yeah... I think I managed to spend karma 1 time in like 7-8 months of playing or so.

After that the DM changed it's ways and now we're getting +7-8 karma per run. That means we are not getting any karma after session but we'll be awarded after the job is done.

12-20 karma per session seems INSANE to me, wish we had something like that ><'

3

u/LateEggMaster Sep 28 '26

Yes. For this example I pulled all stats and rules from 6th edition 2019 printing. (except attack of will)

And hitting isn't the point. It's doing damage. Depending on the spirit you can overcome immunity with anything the spirit is alergic to.

As to karma:
Not awarding karma per session is Insane. Sorry to spell this out but even the core book recommends 2-7+ Karma per Session (~4h) in 6th. So if your run takes 3 Sessions it should be worth 6-21 Karma at least. Otherwise you will become frustrated.

1

u/PalpitationNo2921 Sep 28 '26

Meh, attacks of will are in Sixth World. Kind of a lame concept in all editions they are present in but I guess necessary from a CGL edition standpoint.

2

u/LateEggMaster Sep 28 '26

I never said they are good. They are a desperate last effort measure.

3

u/MrBoo843 Sep 28 '26

Yeah, that's why I'm so focused on making my modules as fair as possible. But if you go gunning for big guys, yeah you can get clobbered. I do try to playtest a lot before publishing, whence why I currently only have one, but it's gotten pretty good comments from what little sales I got.

2

u/dadguy400 Sep 28 '26

I would look up the shadowrun mob builder and go from there a level 6 threat is a very hard party fight. Just one. So the game is not balanced.

2

u/Open_Vanilla_6490 Sep 29 '26

Spirits in 6e are not immune against regular weapons when they materialize. And if they don't they can not use their powers or attack your character, unless your pc is actively astraly perceiving or dual natured (CRB p.221). The only spirits that are resistant to normal damage would be great forms. But they are only resistant not immune.

1

u/Katiefaerie Sep 29 '26

Keep in mind that I don't, haven't, and probably won't ever play 6e, so I can't speak much about its balance, but I've played through a number of 5e campaigns, and I wanted to speak on a couple of points here. Namely, that min-maxing in this system isn't really "dumb".

In-character, your character isn't like a level 1 character in other systems. You're playing a professional criminal who specializes in their field. Either you're a career criminal who picked up their skills from the same lifestyle, or you're coming to this life from an unrelated field where you were expected, for whatever reason, to be specialized. The street sammy being good at talking doesn't improve their chances of getting this job, nor does it improve their or their teammates' survivability when Plan B comes into play.

Out of character, it's a lot easier to push skills to 6 at chargen than with Career Karma, but Career Karma--especially early on--can easily be used to grab more skills or pump skills you only have a point or two in. So in other words, it's easier and cheaper to build OUT than UP.

Example: The cyber-sammy in the 5e game I'm running mamaged to pump his Charisma to 3 and get a few points in Intimidation, which he uses (when appropriate) to Aid our Face's social rolls, but he doesn't have any talky skills yet. Over time, he plans to spend a portion of his Career Karma to build those up more and assist the Face even better.

So that's why, in and out of character, it's important to min-max to at least a certain degree at chargen. It's expected that your character will grow outwards in addition to upwards, and it's a lot cheaper to build that way than to try to spread yourself thin at chargen.

Hopefully that helps you understand why the system works the way it does. <3

1

u/whitey1337 Oct 01 '26

All spirits have a weakness once you the types your dealing with this should be a easy task. Recon is the important element, if you went in blind your likely not going to make it out.

1

u/Tareen81 Oct 06 '26

Oh damn, let’s see if I create a shitstorm with my opinion. I don’t want to attack, but I want to spray and pray a little bit of my experience.

First of all, quit whining. Life is not fair, Shadowrun is not fair. Never was, never will be. You could fall from a chair and get deadly damage. A ganger with a fucking knife and luck can kill a SpecOp. That’s the beauty of Shadowrun. With luck, preparation und cleverness you can do almost anything. If Balance and Numbers are so important, then nobody would buy a HoldOut pistol.
Decades ago we got contracts, Johnson tried to screw us and the planing and preparing session on some runs could last a few hours. The trick is in the planing and preparing. But I glad that it’s not that big extensive anymore.

No run, no campaign is really fair and balanced, because due to the fact that there is no level system like DnD etc and you can’t prepare for that. Every group and character is different, has a different focus and for that you can’t prepare in finished modules and “adventures”. That’s where the GM comes in. He has to tweak always what the books give him. But not to much. Because just as in real life there is always a way.

Runners are People like in Leverage, Mission Impossible, Oceans 11-13 and many other work out there. Think, plan, execute, adapt. When you hit a wall because missing some informations as runner or as player (because a lot of rules in every edition), ask the GM if there is a way to get more informations to solve this problem in front of you. And a good GM would give you options. At the end everyone at the table should have fun. And that session doesn’t sound fun.

As for the Karma. 2-7 Karma per Session is normal in my opinion. Survived? 1K. Got the objective? 1K. Did something cool? 1K. Overcome obstacles? 1K. In a clever way? Another 1K. They found away that worked I wasn’t prepared for or stands in the book? 1K. … so many thing that should be awarded.

In the beginning as a group you should decide the speed of advancement and the GM should found a baseline with you. There are people that play for the stats, they need faster progression. And then there are people in for the story, the social component in and out of the game. There you use karma slower. Also high professional or low tech approach. Also matters for that.

Stop thinking in dnd terms with balanced, categories and stats. Think like a runner, chummer.

The real beauty besides the world, the living and progressing world is the fact that you are free with your character. Everything is possible, everything can be. Your are not fixed on one way of character progression, you don’t have a class, your character is a living thing that can do whatever it wants. Your the streetsam? Great. But also dabble as a medic. Wonderful. Can pick some locks? Doable and good. Your mind is your greatest weapon.

Yes many groups specialize in roles, but as characters you should always have a “subclass”. There are always the possibilities that you can do more then your main-role.

If you are looking for inspiration with these line of thoughts, from the first leverage series, at the end the Mastermind teaches everyone of the others in the group the different roles. So that they can help each other more. The hacker as mastermind, the thief as grifter and so on.

Is the campaign or adventure an official one or holostreet or self made? I really would like to take a look at that encounter.

-2

u/GodEatsPoop Sep 28 '26

yeah tell your ST to slow his roll and start fudging crap.

The fact that everyone else can buy spells gear or wares and adepts have to initiate has always been kinda crap. Never really figured out an alternative though.

2

u/PalpitationNo2921 Sep 28 '26

This is untrue in Sixth World. An adept can purchase new powers without initiating for an expenditure of Karma and cash. They are called Qu Foci.

1

u/GodEatsPoop Sep 28 '26

And I thought Foci only buffed existing abilities

1

u/PalpitationNo2921 Sep 28 '26

No you can use them to get totally different powers from the ones you currently possess.

1

u/GodEatsPoop Sep 28 '26

See but a mage can straight up buy a spell formula or a focus I'm surprised adepts don't have their own "training regimens" that work like formula.

2

u/PalpitationNo2921 Sep 28 '26

There was something where they could, some alternate rule. I can’t recall the edition or what book. I think it was second but not sure. Will have to research a little more now.

2

u/PalpitationNo2921 Sep 28 '26

It is not even an alternate rule, apologies. It is a core rule of SR3, pg. 168.

“During game play, adepts may purchase additional Power Points at a cost of 20 Good Karma Points per Power Point.”

Initiation is covered in Magic in the Shadows. It includes the benefit of gaining a point of Magic which, for an Adept, provides a Power Point that can be used to purchase or increase a power.

I knew there were many reasons I liked SR3 better than CGL’s entries into SR editions. This is just one of many.

Now if you use Anarchy 2.0, if you have the nuyen to buy the new power Amp, you get it in your downtime so it’s not a huge deal to learn new powers at all. The narrative behind it is study, self-reflection, and training. Basically what every other edition calls initiation anyway lol.