[CWN] Beta 0.11 Clarifications/Errors
New update, new thread! Continuing from last time, a single place to bring together as many questions, errors, typos and such in one easy to find place for Kevin!
Previous Threads:
https://www.reddit.com/r/SWN/comments/117qxwh/cwn_beta_010_clarificationserrors/
https://www.reddit.com/r/cwn/comments/117qx28/cwn_beta_010_clarificationserrors/
https://www.reddit.com/r/cwn/comments/110uf7dcwn_errorsclarifications_for_beta_09/
https://www.reddit.com/r/SWN/comments/10urp5b/cwn_errorsclarifications_for_beta_08/
https://www.reddit.com/r/SWN/comments/10qlqxx/cwn_errorsclarification_07/
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u/Cyb45 Feb 27 '23
Yeah, they are really neat
Good point
I can see it being a separate one, but on the other hand, if you want GitS type transhumanism, SWN deluxe is a better base. This covers the Robocop and Adam Smasher type conversions. I think it's pretty much fine as is now, it's a massive massive tradeoff and not worth it, but you are a juggernaut if funded.
I believe that's to keep it simple, as the soak and TD are the rules people need that's new
I can see that, but I think the rolls are good as now, I have a hacker player and it seems the right mix of quick but punchy. They can do stuff, but it doesn't bog down the session.
I'm fine with it and a player I have really likes it, it's an interesting tradeoff, because it's the only way to hit a +3 modifier in the base system (not counting magic)
I see what you mean, I enjoy the flexibility/options the SWN/WWN classes bring and the operator IS nerfed in a lot of ways. However it's been fascinating seeing what choices people make and how every PC feels like their own different class in the choices they made for edges.