To echo ISP, that fact that Riggers now have to split their ability scores to function well while jumped-in seems like a swift kick in the exhaust pipe.
I'm glad you got that from my post, although that wasn't my intended point.
I don't like Riggers getting shoe-horned into the "drone bunny" archetype. (Even more reason why Technomancers make better Riggers than Riggers, but that is a digression.)
I don't mind the distinction between meatspace piloting and Matrix based piloting. Admittedly, I would much rather go back to the meatspace linking of bodies and frag the Matrix based.... That toothpaste isn't getting back in the tube.
There is a metric s**t tonne of stuff to check out in the final Core Rules, but here are some of my concerns.
- The Control Rig won't give any mechanical benefit without being Jumped In. On the surface, this makes sense. The problem is that as I already hinted at, Street Sams and Adepts will be better meatspace pilots than Riggers - assuming their Piloting pools are within one or two dice of each other.
- There won't be any restriction to just using drones. Again, perfectly reasonable on the surface. And again, that means that anyone willing to spend the cash can be just as good at being a "drone bunny" as the Rigger.
- The Rigger will be restricted to being Jumped In to only one vehicle at a time. Once again, this is perfectly reasonable on the surface. The problem will arise because the Rigger is shoe-horned into being a drone bunny, and yet only really shines when Jumped In to a single vehicle - negating the drone bunny role they were shoe-horned into.
I will be the first to admit, that right now, all these concerns are unfounded. Without the Core Rules, I can't know if it works anything like this. These are the things I'm going to study closely to see if Shadowrun Sixth World learned
anything from previous editions or is just repeating the mistakes of history.
EDITed: Cleaned up remnant of split thread.