Now again I felt SR5 was too deadly.They have stated as part of the advertising SR6 is more deadly. The deadlier the game gets for the players the more they generally will move away from Pink Mohawk. I hope it is not more deadly, and that is just marketing. There are a lot of things I think will improve it from SR5, but there are a lot of things that have me worried.
...+1.
Also the deadlier the game the less some may want to even bother playing at all.
The combination of "easier to take damage" and "we're giving you 1 major + any amount of minor actions depending on init dice and other bonuses (...instead of SR5's 1 complex OR 2 simple actions)" says to me that they are making the game more tactical.
Soooo...this is nothing but my guess, but for what it's worth, I'd guess that choices like "I stand there in the open trading blows with the bad guy" or "I stand there and hose down the area with gunfire," are much more likely to get you killed, because integrating the use of those minors into your combat plan ("I fire and move to cover") is the substitute for big armor. Again, nothing but my guess.
I think the new edge system plays a similar role, where you are making constant tactical decisions on how to use it, how much to use, when to try to build it up etc. And for that I think the edge system may end up being a pretty good system with made some poorly designed edge manuevers.
When it comes to the actions I am a bit more leery. More tactical sounds good but at what cost. As a quick example. Lets say face B is in a room, cover is 6 meters away, a table is in the way, goons are drawing guns its going down. The face decides they want to move to the cover, draw a gun, shoot at the dudes. Something like while I run towards the cover while drawing my gun firing off a shot at Goon A, I slide across the table into the cover of the heavy planter box behind it. How many actions was that? Its not a mystical hyperspeed series of actions, it is something a athletic person could do as they multitask some actions. If its more than 2 minors and 1 major the cost of being more tactical is your characters competence. You need cyber or magic to hit fairly basic levels of physical competence. It could be removing the cinematic though practical action for less exciting more static ones. I'm okay with less stand out in the middle of a room blazing away. But if they need ware to get to cover while drawing a gun and shooting or other fairly basic practical but maybe entertainingly described actions I will think it was a mistake.
We may have 2 minors and one major instead of 2 simple actions but if I normally would have used 3 free actions on top of that and those are now minor actions, I'm losing actions. And i'm not talking super cyber guy being down to 2 attacks actions, but like everyone doing everything and perhaps to a point I as a overweight middle age dude start feeling more coordinated than my professional runner, because i mastered the amazing chew gum and walk at the same time technique. The loss of free actions is big especially movement IMO. it may create a much more static field, not using a minor to move when you need to save it for a dodge action may be more tactical but its also more boring.