![]() ![]() Nanotech is super expensive and specialized. Cybermancy is a detailed rules system for something that will not affect players and might as well be GM fiat. Unfortunately this book's downfall is complexity and uselessness: the rules for cyberlimbs become painfully clunky to the point where you probably don't want to use them anymore. The chemistry rules for drugs and some neat chemical tricks are pretty good too. They're cool new options and they're mostly not horribly broken. Man and Macine: You want this book for the lists of cyberware and bioware. Still, if you've got any mages or adepts, I'd get the book, but use it very cautiously. Companion spirits break the action economy even more than elementals and make mages stupidly overpowered. This is a book that I've always used pretty much in its entirety, but I think the game might be better off without initiation or with it heavily rebalanced, and I hate geasa. There's some stuff about magical organizations and magical threats, and of course a laundry list of new spells and powers, most of which are pretty much okay. Geasa take the downside out of mages getting cyberware. On the plus side, a lot of them are really neat. Initiation and metamagic let characters keep getting stronger, but having played in games with 500+ karma characters I can tell you that it lets the Awakened become completely out of control. This one represents a bunch of new options for the Awakened and it's all straight-up power. Most of the other stuff is rules that aren't good or aren't very helpful and advice that you pretty much don't need, and the standard guidelines for payout and run types that make runners get underpaid and have to be ignored by GMs. You don't want to come anywhere near them. ![]() Edges and Flaws are horribly, horribly unbalanced. Shadowrun Companion: Point-based chargen is neat, but you'd be better off finding BeCKS system for karma-based chargen. I like it and use it, but you don't need it at all. (Not necessarily a bad thing.) It's not at all essential and it's very much a power-up book. Honestly a lot of it is more suitable for open warfare than for shadowrunners, the new guns are pretty much straight-up better and represent power creep, and the martial arts rules make melee combat a whole lot stronger. How useful it was is a matter of opinion ofcourse.Ĭannon Companion: Lots of guns, armor, combat rules. Actually some of the later books like that were pretty interesting with stuff that made me wonder why it hadn't been done earlier, like Mr Johnson's Little Black Book which was basically a GM Guide (with a a quick resolution system for Decking and Vehicle Combat). It CAN get out of hand, I've seen people tweaking characters in the 2nd session of a game AFTER a dedicated day of character creation because they were still finding things they 'totally would've taken if I'd known about it, it fits the character concept perfectly!'ĭetailed Lifestyles weren't until Sprawl Survival Guide. Seriously though, if the cost of those books isn't too large a factor, I'd suggest the decision can basically come down to how long you want character creation to take versus how much variety/how many options you want your players to have. Well 75% of the game for me was character creation, so Rigger3, Man and Machine, MiTS etc, mentioned upthread are all mandatory. I've got a personal fondness for Threats 2 and Target:Awakened Lands, and Target:Matrix but they're in no way necessary. It's been awhile since I've flipped through 3e stuff)Īfter that probably only the New Seattle book, and that only if you don't already have one of the other Seattle books. (please forgive me if this list of what books contain what content is not complete. Shadowrun Companion 3 - point buy + alternate races + expanded contacts + expanded lifestyles (IIRC)Ĭorporate Download - know your employers and your targets Rigger 3 - expanded rules for pretty much everything a Rigger does + extra equipment Matrix - expanded rules for pretty much everything a Decker does + extra equipment Magic in the Shadows - Initiation + Spirit Realms + extra spells & foci Man & Machine - augmentation rules + augmentation gear (cyberware, bioware, drugs, etc.) + medical rulesĬannon Companion - Gear gear and more gear + rules for explosives and expanded martial arts rules Thought IMO the following books add to the system. Without it Mages are stuck as far as power goes. I thought MitS included the Initiation rules? IMO the book that includes Initiation rules is pretty much required. ![]()
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