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> QUICKLY 4th - 3rd ed. Comparison, Does anyone have any suggestion?
Luca
post Nov 11 2005, 01:08 PM
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I still keep on using my 3rd edition stuff for various reasons.
1: too soon,
2: spent too much money on 3rd edition stuff
3: I still have to familirize with much of 3rd ed. mechanincs, esp. matrix and rigger 3.

Anyway I'm intrigued by this new edition. The only thing I can say so far is that I do not like the new graphics, but I know this is not the real thing to judge.
SO:
I would like to ask anybody who played both 4th and and 3rd edition:


a) what are the main differences? Please explain this shoprtly in a few-points-list.


b) Do you thing 4th ed. is really an improvement?
( I've heard contrastant opinions so far).
Please explain in a summary why.


c) What do you prefer and suggest using?
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Oracle
post Nov 11 2005, 02:35 PM
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This whole topic has already been exhaustingly discussed in various threads throughout the board.
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Veggiesama
post Nov 11 2005, 04:24 PM
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Ignore 3e Rigging and Hacking. I think it's almost been universally agreed that it's not worth the time to learn.

But yeah, there's about a billion other topics about this, try doing a search.
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FiftyCal
post Nov 11 2005, 04:45 PM
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I guess my searching abilities suck. . .

Where exactly is the comparison given? Can someone please provide links to pertinent posts?
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Teulisch
post Nov 11 2005, 05:12 PM
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QUOTE (Luca)

a) what are the main differences? Please explain this shoprtly in a few-points-list.

b) Do you thing 4th ed. is really an improvement?
( I've heard contrastant opinions so far).
Please explain in a summary why.

c) What do you prefer and suggest using?

a) hard caps on skills and attributes. you can only start with one attribute at max, and either one skill at 6, or two skills at 5. you can only ever get one skill at 7, or one natural attribute at 1 over your racial maximum. you can only go to the 1.5x attribute with augmentation (cyber, bio, or adept). You get less money, but thats okay because cyber is a LOT cheaper. Bioware tends to cost more money and less essence than alphaware, and often does the same thing. Rigging is a lot easier, and cheaper for the cyber. hacking is simplified, and works via commlink.

b) It is an improvement. Cyber is better overall, guns and ammo have AP now, armor can make a bullet do stun instead of physical. the dice are better overall, especialy when you can buy hits. hard caps on skill make it very obvious when your badass.

c) I prefer 4th. I suggest using what you and your group are familiar and comfortable with. If evryone has 3rd books only, 3rd will be less of a headache. But if you have decent access to 4th, and everone understands the new rules,then go ahead and use that.

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Slacker
post Nov 11 2005, 05:21 PM
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Then thing is that there really isn't any one particular thread comparing everything at once. There are threads for just about every aspect of the game, but it might be a bit difficult to wade through all of those because they the tend to turn into long rants.

With the change over to everything being wireless and the consolidation of deckers and riggers into hackers, there is a massive amount of difference between SR3 and SR4 dealing with the Matrix.
For one thing, people are actually learning the rules since they are no longer so intimidatingly complicated. This leads to more use of them in gameplay.
Also, hacking fits quite easily in with the rest of the system and there is no longer then need/desire for the rest of the group to get up and stretch or go out for munchies when its time for the hacker to do his thing.

Another big difference I've noticed is that with the variable magic rating groups have a higher percentage of awakened characters. I have one group of players that is 2/3 awakened.

There are many other differences, but I those are the two biggest I've noticed.

Some of the bad things about the new system is that there are alot of grey areas in the rules and rules that are missing/contradictory. This is obvious if you read through virtually any thread. Hopefully, these issues will be solved in later printings and/or new releases. But for the time being the GM has to make a lot of judgement calls on things, whereas SR3 by now is fairly thoroughly documented with all the sourcebooks that has been released.

Overall, I like the new system. It runs more smoothly and is easier for new players to learn (a big plus since I've had lots of problems convincing people to learn SR3).
If you are looking to get new players in your group, I'd suggest using SR4.
If you are the patient type and want to have official rulings on everything and all the gear from SR3, then stick with SR3 until more sourcebooks are released.
If you aren't the patient type, but willing to accept other people's judgements and conversions of gear/rules, you'll need to do a ton of reading here, but you could easily run SR4 with all of the equipment/rules not listed/thoroughly explained in the BBB.
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FiftyCal
post Nov 11 2005, 07:16 PM
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Thanks Slacker.

Third edition really annoyed me with the complexity of the rigging and Matrix systems. There was just too much stuff to remember and plug in. They really need to stop wasting time adding more rules and instead make source books that are information and equipment oriented. More information about what comprises the world rather than more rules.

More rules don’t make a game based upon imagination better. . .it just takes longer to tell and experience the story.


Has vehicle combat been made easier?


I personally prefer the ability to make things up as you go along, insofar as rules. It can be rather annoying when there are a ton of rules to observe. It makes you sometimes feel like things are set in stone. In other words, if it’s there you should be using it.
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Luca
post Nov 12 2005, 09:10 AM
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Thanks a lot, guys, especially for the last 3 posts: they were what I was asking for.
I get confused with all these threads, so I asked for a "overall" thing. ANyway I will start reading all these threads.
A last thing, what do you think of this review?

http://www.rpg.net/reviews/archive/11/11704.phtml

I've noticed that some of the points made by the author (especially the lack of some information and/or its contradictory nature) are also present in your posts....but how much do you accept all the negative points of this reviewer?
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Gothic Rose
post Nov 12 2005, 09:23 AM
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QUOTE (Luca)
Thanks a lot, guys, especially for the last 3 posts: they were what I was asking for.
I get confused with all these threads, so I asked for a "overall" thing. ANyway I will start reading all these threads.
A last thing, what do you think of this review?

http://www.rpg.net/reviews/archive/11/11704.phtml

I've noticed that some of the points made by the author (especially the lack of some information and/or its contradictory nature) are also present in your posts....but how much do you accept all the negative points of this reviewer?

He went into the review not wanting and liking the system. He came out of it the same way. He's not a biased reviewer.
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Luca
post Nov 12 2005, 03:55 PM
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exactly, he enlists many good things...but what about the criticism??

these are:

1) longer character creation process + no "overview of character creation"+"arbitrary limits imposed on characters" which "force characters to be very generalized"+"all kinds of needless complications"

2) "mechanical problems" with skills so that "the super-legendary will tend to only score moderate successes over the average Joe".

3) very complicated combat in which melee, guns and vehicle are all much more different systems than before and "while the rules say that everything is just opposed tests, you're given huge tables of modifiers for each different type, and different skills that apply".

4) hacking: no clarity about "what skills were to be used with what program"

5) Matrix combat: "choices are pretty much restricted to attack or full defense" since "there isn't a long list of attack options here: once again, we're given an extremely vauge description, with few actual rules mentioned".

6) "This is not Shadowrun anymore" + "the changes are that dramatic"

7) and finally: "I just didn't find it to be special enough to be really worthwhile. There are some real gems here, but they're buried under a lot of heavy crunch. Most of the smooth parts of the game seem to be lifted wholesale from the new World of Darkness"

Finishing the reading of this review I came out less happy of SR4 but I want to know: is all this criticism fair or is it exagerated??
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Rifleman
post Nov 12 2005, 04:47 PM
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exaggerated. Greatly.

I've been playing since 1st edition, with it's disorganized organization and clumsy combat system.

I've been through 2nd edition, which I believe personally was the my preferred system overall but suffered from problems of efficiency and playability when things got number crunchy.

Then there was 3rd. Yeah. Moving on.

And now, we have 4th.

As a fan of second I had simply stopped buying shadowrun stuff. They were killing what I loved but I accepted that and said 'Oh well moving on'. But, one of my roommates bought 4th edition on a whim and said 'Come-on, give it a chance!' and I did.

I really enjoyed it. It's easy to teach, it's easy to learn, a lot of power goes back to the GM. It does feel a bit too much like world of darkness, but that has helped it more than hurt to be honest. A huge number of converts have come over from WoD people that can't stand their new system and storyline.

Also they finally resolved the big thing! Decking and Rigging are doable in game! As in, while playing!

Lastly, it's faster but not dumbed down. Once you figure out how to do it, combat can run faster than it has in any other system I have played save for one or two really simplified systems outside of shadowrun, yet there are still a variety of tactical options as to what and how you manage a fight.

Overall, I found it an approvement but I can see why the sell is hard for some. 2nd edition will forever be my favorite, yet 4th has more than enough redeeming factors for my preference of running it for the newer generation that has starting gaining interest in our old favorite.

(The way you get what I call the 'Two minute combat turn' is through maneuver sheets for all, declaring the lighting conditions ahead of time, and getting players used to not sitting around going 'Ummm.... Errr..... I could.....'.)
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Jaid
post Nov 12 2005, 04:50 PM
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1) not sure what he's talking about here... i suppose if you have difficulties counting by fours or tens character creation might be more complex... sorta... and if you consider the addition of flaws and traits to be a major addition to the core rules that will take longer, i suppose you could say it takes longer. as far as i can tell, the several pages where they walk you through the design of two characters as they explain the rules would constitute an "overview" more or less. you do face arbitrary limits, but that's mostly not the character design system, it's the game itself. you can still make a very specific character. as far as i can tell, what he's talking about here is the fact that you can only have 1 skill at 6 or two at 5, the rest must be 4 or lower. however, since 6 is the maximum, i would argue that starting with a 6 is much like starting with a 10 or more in SR3, and is therefore *more* specialised then you were capable of being in earlier editions at character creation.

personally, the only thing i agree with in that is the arbitrary limitations... which i don't think should be too hard to remove, you will have to allow higher rating gear and such to compensate though.

2) this goes back to the arbitrary limit thing... i do agree with this. since the highest you can get in a skill is a 7 (and that requires a trait to do so), and players can actually start with a 7 if they have that trait, it is somewhat true, that's for sure. especially if they also start out at or near the racial maximum for the attribute. legendary characters will be much better at the field that they are good at, however, while the players will just be at the limit of one of those skills. for example, you could be really really good at hacking, but you won't be anywhere near as good at writing software or working with hardware as a legendary hacker such as fastjack would be. i still don't like the limit, but more for the fact that i don't like the idea of eventually someday just not being able to improve at all, even if by the time a character gets to that point, there will probably be a 5th edition of SR :P

3) ermmm... huge tables? most of those tables are pretty darn near the same as the ones in SR3. i don't see what he's complaining about. yes, the rules have changed... and in general, they are *faster*, not slower. they also allow for less complexity. if you like the complexity of SR3, you probably won't like the simplicity of SR4, i'll give you that. the game has been very much streamlined.

4)for all intents and purposes, the players will pretty much always be using hacking. however, to be more specific; if it's something where they would be allowed to do it legally, they would probably use computer skill. if you are searching for data, it's probably data search (bhoy, sure is hard to figure that one out). if you're trying to do something illegal, or make a device do something it normally wouldn't do or for which you don't have the privilege of telling it to do, it's hacking. i think that pretty much covers it. [sarcasm] gee, that sure was hard to understand [/sarcasm]

5) obviously he hasn't looked at the SR3 rules lately, IMO, if he's complaining about a lack of clarity in matrix rules. i'm not sure what he's talking about... there are 3 different attack programs, several programs to defend against various things. you can trace your opponent, try to crash it, use black IC type attacks, and whatnot. in fact, if you feel comfortable with ignoring your attacker, you can even keep on doing other regular hacking actions... like trying to get control of the IC i suppose, though that depends on the GM's decision of how the node you are in is designed. the vaguness is somewhat there, but it's not really a problem. i highly recommend this thread for a good example of hacking.

6) shadowrun is the flavor, not the mechanics. i could play shadowrun D20 and it would still be shadowrun. i could play Shadowrun GURPS and it would still be shadowrun.

7) well, since i've never played any of the World of Darkness games, i can't vouch for that. i can tell you know, the system does have problems in need of errata... contradictory text, missing rules, and untouchable spirits being among them. if you have a problem with looking up errata for things, then i guess that would be a problem for you. sometimes you may have to adopt houserules. if that's a problem for you, then i'm not sure why you're playing pen and paper games... you may as well just play the computer versions if you don't want to be able to modify things to work the way you want them to, since (quite frankly) the computer versions go much quicker.

overall, i would say the criticism he gave that you listed is frequently exaggerated, and in some cases, he apppears to have been suffering from hallucinations.
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warrior_allanon
post Nov 12 2005, 05:24 PM
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QUOTE
6) shadowrun is the flavor, not the mechanics. i could play shadowrun D20 and it would still be shadowrun. i could play Shadowrun GURPS and it would still be shadowrun.


7) well, since i've never played any of the World of Darkness games, i can't vouch for that. i can tell you know, the system does have problems in need of errata... contradictory text, missing rules, and untouchable spirits being among them. if you have a problem with looking up errata for things, then i guess that would be a problem for you. sometimes you may have to adopt houserules. if that's a problem for you, then i'm not sure why you're playing pen and paper games... you may as well just play the computer versions if you don't want to be able to modify things to work the way you want them to, since (quite frankly) the computer versions go much quicker.


I have to say i dont agree with you there. the problem with running it as D20 is that you run into a lot of areas where the you have to house rule HEAVILY it doesnt convert over worth drek, now, one of the things i like about this new system is that since it does pull so heavily from White Wolf's system it should be fairly easy to convert over to live action using the minds eye theater. (I have tried playing SR using D20, didnt work, and i have played plenty of vampire and werewolf games so i think i can do a successful conversion for use at cons)
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Grinder
post Nov 12 2005, 05:45 PM
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QUOTE (Teulisch)
a) hard caps on skills and attributes.

Which will probably be the first topic to be house-rules if i ever start a SR4 game.
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Lilt
post Nov 12 2005, 06:13 PM
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I have to say that I agree with most of the reviewer's criticisms of the SR4 book layout, but with none of his criticisms of the system.

If it's to be believed that joe average (who is actually a 'professional' by the skill ratings system) has gotten his hands onto identical gear to FastJack, or that fastjack is slumming it and using an off-the-shelf commlink and somehow has his enhancing cyberware/bioware turned-off/removed, then average joe has less than a 0.2% chance of beating fastjack. I think that seems fair.

The section where he talks about edge (and the other special attributes) also strikes me as being written unnessecarily negatively. What does it matter that everybody can get the same edge? Wasn't that practically the case in SR3 where a similar entity manifested itself as karma pool? All of the special attributes existed in SR3, yet he introduces them as a complicating factor? How can one man be so negative?

Sadly the reviewer didn't cover any of the great steps forwards that have been made by SR4 either. Friends in melee is no longer the death scentence it was in SR3, reach is a good modifier, but not as potentially crippling as it was before

I read through the rules and time and time again noticed that something which was perviously broken has been fixed with the new mechanics.The new mechanics also seem to work well, and I far prefer the system for buying gear to that in SR3. Now fixer contacts can actually get socially inept characters gear where before your character couldn't find anything without a good ettiquette skill.

The one part that I don't like about the new contacts system is that your best buddy, who'd put their life on the line for you, will charge the same "finder's fee" as a 'just business' contact would. That can be explained away in-part, however, by saying that the finder's fee is paid for in drinks and contact upkeep rather than hard cash but I still think there should be discounts for good friends. I suppose it can also be explained by saying that these are the shadows and money is money, depending on how you like to run it.
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Kagetenshi
post Nov 12 2005, 06:17 PM
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QUOTE (Luca)
Finishing the reading of this review I came out less happy of SR4 but I want to know: is all this criticism fair or is it exagerated??

In my opinion, the reviewer glossed over the flaws in the system. That review was too kind. He points out some significant flaws, certainly, but in general misses the largest ones—Immunity to Normal Modifiers, the staggering lack of simple math done when balancing modifiers, and the horrific replacement for Concealability.

~J
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Eyeless Blond
post Nov 13 2005, 02:17 AM
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QUOTE (Lilt @ Nov 12 2005, 10:13 AM)
I read through the rules and time and time again noticed that something which was perviously broken has been fixed with the new mechanics.The new mechanics also seem to work well, and I far prefer the system for buying gear to that in SR3. Now fixer contacts can actually get socially inept characters gear where before your character couldn't find anything without a good ettiquette skill.

This is very true, but it may well have been accidental. A lot of stuff that *didn't* need to be fixed was also fixed. :)

All in all I follow the opinion that the game really needed more playtesting. The rules are "all right", but there are a wealth of inconsistencies and problems that could have been ironed out if the rules themselves had more than, what four months of hurried playtesting? I'm not crazy about the static TN system, but I can live with that; I can't live with the number of places where the rules outright contradict each other, or contradict the flavor text.

QUOTE
The one part that I don't like about the new contacts system is that your best buddy, who'd put their life on the line for you, will charge the same "finder's fee" as a 'just business' contact would. That can be explained away in-part, however, by saying that the finder's fee is paid for in drinks and contact upkeep rather than hard cash but I still think there should be discounts for good friends. I suppose it can also be explained by saying that these are the shadows and money is money, depending on how you like to run it.

Well part of it comes from the fact that a Loyalty 6 contact isn't all that much more expensive, BP-wise, than a Loyalty 2 contact. One of the biggest problems I have with the contact system is how little scaling is done between cheap contacts and friends-for-life; it used to be that a single friend-for-life would be equivalent to 40 "business-only" contacts; now he's worth about 6. Not only that, but contacts are far more expensive now, to the point where most SR4 characters will probably only bother with one big highly-connected contact (unless you're a face, in which case you might have two for variety.)
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Luca
post Nov 13 2005, 12:21 PM
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SO Kagentenshi and Eyeless Blond, do you want to say that, summarizizang many things and even considering some obvious improvement, SR4 is not that better than Sr3??
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Eyeless Blond
post Nov 13 2005, 12:52 PM
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Well, yes and no. SR4 really isn't a revision of SR3 in terms of rules in the way that SR1, SR2, and SR3 are revisions. It's a total rewrite of the rules from the ground up, based on a static TN system rather than variable TN. The only thing that's really stayed the same is Essense, and the fact that magic is infinitely scalable while mundane has a finite--though not usually reachable during normal play--cap. Taken in that context, SR4 is a modestly successful RPG. It's reasonably well put-together, is moderately easy to learn, and is pretty fun to play and fairly easy to use (certainly easier to use than SR3, which is the main point in its favor.)

In my opinion, Shadowrun 4 would be a very good first try for a brand new company putting out its first RPG product.

Fanpro is not a new company, however, and this is not its first RPG product. This is the fourth generation of a very successful and well-developed RPG, and written by people who had a hand in SR3 (and even earlier editions of SR from what I heard.) In that context SR4 is very rough around the edges. It really needed another six months or more of playtesting, to iron out the bugs in the rules themselves. It really needed to go through the editing process and have a few blind readings by independent readers, to deal with layout, formatting, and readability issues.

In that context, it's not the mature product that a fourth edition should be. It reads as if it were rushed out the door months before it was really ready, which, if you looked at the history behind the testing, right up to publication, it was. The game could have been planned out and written so much better, but it wasn't. That's why I'm disappointed, and it seems like Kag is the same.
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Kagetenshi
post Nov 14 2005, 02:16 AM
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QUOTE (Luca)
SO Kagentenshi and Eyeless Blond, do you want to say that, summarizizang many things and even considering some obvious improvement, SR4 is not that better than Sr3??

Very much so. I would, moreover, disagree with the assertion of "obvious improvement"—I've yet to see any. The closest that comes to mind is the ability to make half-strength mages, but I'm not even entirely certain that that's a good change—the all-or-nothing nature of magic seemed to me to be a strength, a uniqueness of the system that all who were born magical were, unless they'd destroyed the ability themselves, quite potent.

~J
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Eyeless Blond
post Nov 14 2005, 03:54 AM
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Well now let's be fair.

The Matrix rules are simpler. Sure, there are just as many programs as the core SR3 book, and don't do an especially good job of letting you know what skill goes with what use of which program. They use a quirky mechanic which doesn't line up well with any of the other mechanics (Skill+Program instead of the more intuitive Attribute+Skill, number of successes limited to Program rating). They set up device ratings oddly, such that a 1000Y pair of cybereyes--or for that matter a 25Y credstick--is harder to hack than a 4,500Y commlink. The rules concerning Response loss due to running too many programs can be interpreted four different ways, with results varying from a cascading loss of Response *and* System to being able to run every program in the game simultaneusly without crashing that 4,500Y commlink. They make everything about the Matrix-at-large so vague and gray that even setting up security in a simple building is a colossal headache. But it's still... simpler?

Hmm, okay, let's look elsewhere.

The chargen and advancement rules are... damn can't look here either. The new 400BP system is so intricate that it would have been just as complicated, not to mention a whole lot more unified, to just switch everything to a Karma-based system.

Could someone remind me where the obvious fixes are again?
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NightRain
post Nov 14 2005, 06:10 AM
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QUOTE (Eyeless Blond)
They make everything about the Matrix-at-large so vague and gray that even setting up security in a simple building is a colossal headache. But it's still... simpler?


Yes it is. There are grey areas yes, because the rules aren't perfect. They require a GM to rule how things work in his game. But once he's done that, however he rules, the end results are far simpler and easier to work than the SR3/2/1 matrix rules.

Badly defined is not the same thing as overly complex.

QUOTE
The chargen and advancement rules are... damn can't look here either. The new 400BP system is so intricate that it would have been just as complicated, not to mention a whole lot more unified, to just switch everything to a Karma-based system.

Could someone remind me where the obvious fixes are again?


Yes, adding up points until you hit 400 is terribly intricate and confusing. Again, they could have gone with the karma based system from the beginning, and maybe that would have been an improvement, but again, just because there are flaws, doesn't mean that it's intricate and complicated.

I think perhaps you're confusing not liking the way the rules are written with complexity. It's possible to simply dislike the changes because you don't consider them necesary or the like without trying to make them out to be something they're not
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Kagetenshi
post Nov 14 2005, 06:59 AM
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There is complexity, and worse yet, complexity without value. The cost of attributes changes at arbitrary values. There are edges that change that arbitrary value. The number of attributes being purchased can change based on an edge. There are arbitrary limits to the number of skills and attributes that may have certain values. None of this adds anything.

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Eyeless Blond
post Nov 14 2005, 07:02 AM
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QUOTE (NightRain)
QUOTE (Eyeless Blond @ Nov 14 2005, 01:54 PM)
They make everything about the Matrix-at-large so vague and gray that even setting up security in a simple building is a colossal headache. But it's still... simpler?

Yes it is. There are grey areas yes, because the rules aren't perfect. They require a GM to rule how things work in his game. But once he's done that, however he rules, the end results are far simpler and easier to work than the SR3/2/1 matrix rules.

Badly defined is not the same thing as overly complex.

The only thing that was complex and difficult about the SR3 Matrix rules was the vast number of programs. Well that and the fact that with only the core book the rules were so badly defined that they were hardly playable without lots of GM intervention--huh, sounds familiar.

The writers never got around to even listing all the different program names on a single table until Matrix, and by then they had added on so many new programs--each with its own unique rules--that most players simply threw up their hands and decided to forget the whole thing. The problem was a lack of good organization of the rules; the core mechanic itself wasn't any more difficult than, say, ranged combat. When it comes to the Matrix rules the bark is worse than the bite IMO; the worst thing they had going for them by the end was the nigh-impossibility of doing Overwatch with a chargen-legal deck.

QUOTE
Yes, adding up points until you hit 400 is terribly intricate and confusing.  Again, they could have gone with the karma based system from the beginning, and maybe that would have been an improvement, but again, just because there are flaws, doesn't mean that it's intricate and complicated.

I think perhaps you're confusing not liking the way the rules are written with complexity.  It's possible to simply dislike the changes because you don't consider them necesary or the like without trying to make them out to be something they're not

The BP and Priority system of SR3 only worked well because they were incredibly dumbed-down and oversimplified. The SR4 version of build points requires you smear points over several choices, all of which have their own multipliers. For skills it's x4 and x10, for attributes it's x10, for spells it's x3, for knowledge skills it's x2--I think--contacts are weird and resources are bought point-for-point. It's almost trivial to just give everyone 600 Karma instead and combine the chargen and advancement rules, making the whole process easier, more cohesive, and less prone to min-maxing.

Again, please keep in mind that I'm not saying that SR4 is overly complex as compared to SR3. Frankly I'd have to be a moron to think that. I am saying that SR4 reads like a promising draft copy of a First Edition game with lots of potential, instead of the mature Fourth Edition of a game that has been played by thousands of players for nearly two decades.
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Kagetenshi
post Nov 14 2005, 07:40 AM
Post #25


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Indeed, I'm also definitely not claiming that SR4 is more complex than SR3, or even in the same league. What I am claiming is that it is nonetheless still complex, and that the complexity does not add value (whereas it frequently does in SR3).

~J
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