![]() 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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