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[SR6] Who gets edge?

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Finstersang

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« Reply #30 on: <09-09-19/1837:05> »
Good spot. The „default“ Edge Boost has its limitations after all  ;)

In that case, feel free to change

„If possible, they will reroll their opponent´s dice, then their own“

to

„If possible, they will reroll their opponent´s dice. If there are no hits on the opposition‘s side, they will use Edge to reroll their own Dice.“

It doesn‘t change that much about my suggested „hand to mouth“-doctrine, though. In some cases, the drone (or host, critter etc.) might safe up a point of Edge, but it will use it on the next opportunity it  gets (unless its orders - or, in the case of critters, its„instincts“) suggests otherwise.
« Last Edit: <09-09-19/1839:21> by Finstersang »

Finstersang

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« Reply #31 on: <09-13-19/1029:02> »
Little addition to this: This discussion about drones, hosts, critters etc. being able to gain and spend Edge highlights another general problem with Edge replacing modifiers that´s worth discussing: What if there really is no one to grant that Edge to? For Drones, Critters and IC, you can argue that these are Entities in Combat with their own stats, Initiative etc. For hosts and (unsupervised) devices in hacking tests, it´s already a bit trickier, but at least they have stats, defense rolls etc. Again, I´d argue that, yes, these can earn Edge as well, reflecting their Firewalls getting more watchful etc. (and usually spend it right away, because otherweise it would turn somewhat esoteric and hard for the GM to track).

But in other situations, this gets harder and harder to justify. Shooting at inanimate stuff in bad lighting conditions, trying to climb a fence that´s slippery from rain - in these situations, there is no one you can give Edge to to reflect what would have been a dice pool modifier. So, what do? The obvious answer is to either default to a dice pool modifier or raise the Threshold. I mean, why not? That´s what GMs are for. But I have another suggestion/houserule/GM technique (call it whatever you want) that taps better into one of the actual strengths of the Edge System - being a narrative tool.

Narrative Edge
Short version: You, the GM, get your own Edge pool to pester your PC with create interesting challenges and narratives
Long version: You start the Session with a moderate amount of Narrative Edge on your side of the table (f.i. one point of Edge per PC?). Whenever the PCs "test their luck" by doing something under disadvantagous conditions and there is no NPC you can give that point of Edge to, add it to your own pool. You can use it like the kind of all-mighty story-telling demigod you are. Of course, you should use that power wisely and, if possible, give a little in-game explanation on why you chose to spend your Narrative Edge in a certain way. For starters, I suggest you stick to these 4 Edge boosts:

  • Reroll Dice: The default option, see above. Restrict the use of this boost to situations where the Players are actually in a disadvantagous situation that helped you earn narrative Edge in the first place, f.i. the "Climbing a wet fence" situation.
  • Give Edge to an ally: You are the GM and not an NPC, so you can´t spend Edge directly for the Opposition. But you can spend 2 Edge to give 1 to them. Possible ingame explanations: The guards already got suspicious, or the negotiator can spot the dirt from that wet fence on your pants...
  • Steal Edge from a PC: Pay 2, take 1 from a player. Note that it´s usually not fun when you take stuff from players. This should only be employed as a direct consequence of ill-advised or reckless PCs actions and not as a tactical GM tool to curb "edgy" players (or even for vengeance purposes).
  • Special Effects: Pay 5, create some unexpected troubles for the players. My personal favourite. It´s often advised to add some complications to a run, especially when things go too smoothly - random traffic stops, unexpected changes to security protocolls, nosy civilians, that kind of stuff. But as a GM, I always have troubles to get the right moment to bring these up in a way that doesn´t look like I´m just adding complications for the hell of it. Narrative Edge might be just the right tool here  ;)
« Last Edit: <09-13-19/1045:17> by Finstersang »

penllawen

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« Reply #32 on: <09-13-19/1032:34> »
Pffft. I see what you’re going for but I already got infinity in my GM Edge pool :)

Stainless Steel Devil Rat

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« Reply #33 on: <09-13-19/1040:59> »
I used to joke in 5e games that every edge players spend ought to go to the GM to use for NPCs.
RPG mechanics exist to give structure and consistency to the game world, true, but at the end of the day, you’re fighting dragons with algebra and random number generators.

Finstersang

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« Reply #34 on: <09-13-19/1042:43> »
Pffft. I see what you’re going for but I already got infinity in my GM Edge pool :)

True, as a GM, you can ramp up the challange as you please anyways. But it´s nice to have something in your toolbox that helps you find the right measures and justify some dirty tricks besides "I´m the GM, I can do whatever I want".  ;D

TBH, I was actually expecting that "GM Edge" would be a thing in the RAW when I first heard about the new Edge mechanic. Kind of a missed opportunity IMO  ::)

Xenon

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« Reply #35 on: <09-13-19/1139:42> »
Game mechanic wise I don't think you normally gain a tactical advantage in situations where you are not opposed (firing at an inanimate object, for example) and since you are not opposed there is also no one on the opposing side that can gain a tactical advantage over you (it doesn't make sense that an inanimate object may gain a tactical advantage over you).

Having said that, there might still also be situations where you gain edge from having the correct equipment or argumentation, no matter if your test is directly opposed or not.

But I agree that rather than using (or in combination of using) thresholds or situational modifiers it could maybe be interesting if you could reroll one of the hits for the player to simulate that the inanimate object got a tactical advantage over you. Try it out and report back how it felt ;)

Stainless Steel Devil Rat

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« Reply #36 on: <09-13-19/1316:11> »
Game mechanic wise I don't think you normally gain a tactical advantage in situations where you are not opposed (firing at an inanimate object, for example) and since you are not opposed there is also no one on the opposing side that can gain a tactical advantage over you (it doesn't make sense that an inanimate object may gain a tactical advantage over you).

Having said that, there might still also be situations where you gain edge from having the correct equipment or argumentation, no matter if your test is directly opposed or not.

But I agree that rather than using (or in combination of using) thresholds or situational modifiers it could maybe be interesting if you could reroll one of the hits for the player to simulate that the inanimate object got a tactical advantage over you. Try it out and report back how it felt ;)

+1.

Edge is about relative advantages, and if there's no opposition there's no edge to gain.  Factors that would complicate things like non-competitive target shooting would best be represented by thresholds.  All that being said... house rules are fun. Edge got to be the way it is in 6we by growing into more and more applications; no reason you couldn't try your ideas out.
RPG mechanics exist to give structure and consistency to the game world, true, but at the end of the day, you’re fighting dragons with algebra and random number generators.

Typhus

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« Reply #37 on: <09-13-19/1453:47> »
Interesting. Reminds me of the Threat mechanic from Star Trek Adventures.  If you wanted to pursue that, they have a few options that might be compatible.  Similar idea, can be used for adding complications, reinforcements, etc.  Maybe better for Anarchy, since STA is a narrative game by design.