Overall, as the first glimpse of 6E proper, I have some issues. On the sheet itself, it has a number of items it doesn't explain. If you were totally new, you wouldn't know what half the gear is from the dossier. There's also a lot of stats it doesn't explain, and items that don't say what they even are. The gear bloat from SR5 seems to be here with a bunch of the same mods to gear, but with no explanation what they do or even what the item is you are reading. She has an Armor Jacket, but this doesn't seem to have any stats. Apparently these are explained on a card.
It seems complete as a character goes, but I can also see a lot of strange choices, like an absurd amount of debt to be paid off. It's nice that they included a conversion chart for meters per combat turn to kph to miles, but weird that it stops at 70. There's a weird (P#) annotation on some tables, which I guess must be referring to the place in the QSR document to find a better explanation?
There's also some goofiness of 6E showing up here. The action economy charges you a Minor action to drop an object? And a Major to pick an object up or put it down? Pretty unconventional for any game to not make it a free action to drop something. Edge is baked into every single quality, with Gearhead seeming to imply you can't spend Edge on a non-combat task unless you have a Quality that allows it. 50000 ways to get or deny permission to spend Edge doesn't seem like an enhancement to the game, really. In fact, it feels like they are moving Edge into the same slot that Limits occupied before, trading one type of clunk for another. I miss the days of just having a stat, a skill and some basic modifiers. While this is substantially more approachable than 5E was, it feels like I will constantly be overlooking some way to have earned or spent Edge, which makes the game feel cumbersome and underwhelming. I wouldn't have reservations about playing this version, however. I feel like I can intuit what to do as a long time player of prior editions.
The character sheet itself is not great in terms of layout or presentation, with some very tiny type in some places, and a poor font choice that causes characters to run together (same from 5E) so you can't read it very well, and everything is abbreviated, hindering new players in finding things on the page. Since the gear cards are what explains everything (I guess) there's things on here you won't be able to use or parse without the eventual Core Rule Book (I assume), since the character has 20+ gear items, but only is supposed to take 3 gear cards. The sheet itself did not get laid out with consderation for being viewed as a PDF with the sheet cut in half awkwardly, and not aligning to have both halves of the sheet able to lay out side by side in a PDF viewer.
Lastly, this is not a printer friendly document. It would kill your ink budget to try. You'll want to upload it to your phone if you plan to try to use it in a game. But with the sample run placed in between the tables and the character sheet, you will be doing a lot of scrolling to get between the character sheet part and the rules tables.
It really doesn't feel like a lot of thought or consideration went into this product. Reviews on the digital version of the QSG suggests it would be best to skip the QSR version as a purchase. I don't hate the edition from this product, but this product does not do what it's trying to do very well at all.
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