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> Why I think SR5 will be much better than SR4A, For our gaming group, at least
Quake
post Jul 2 2013, 08:28 PM
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(Insert general warning about English being my second language.)

Hi everyone,

I've been trying to read the forums here recently, to learn more about SR5, but the aggressive talk has become pretty annoying. I understand that to some people changes taking place in 5th edition can be perceived as "scandalous", but when so few people have read the books and you try to sort through the posts to glean details here and there, it certainly is not like having the book on hands. The moderator's warning about the tone of discussion is a pretty welcome one, I think.

I would like to raise a few arguments about the SR5 changes that I think need to be kept in mind:

1. Looking at most streetsam builds I've seen, the bioware part was certainly the major component of stat bonuses and combat efficiency. Now, with the reduced cost of Alpha, Beta and Deltaware, it seems a lot easier to create biosams than before. Also, with the previous formula for Essence, it was more efficient to have half cyberware and half bioware to benefit from the rebate of the halving of the lowest of the two than having a "pure" cybersam or "pure" biosam.

2. Streetsams, no matter how high their Willpower was, would die in one shot from direct combat spells, especially the mana ones. Now that these spells have been brought down, it actually helps streetsams compete. (A few years ago, I had a character that was really min-maxed for defense, and fellow players told me it was impossible to avoid dying one shot from magic [in SR4], at least without Astral Hazing/ Arcane Arrester shenanigans. Which was almost always true.)

3. Nobody wanted to play a hacker around these parts. Without a PhD in hermeneutics or philosophy of language, the Matrix chapter of the SR4A rulebook was a mess to understand. My friend, a long-time D&D player, who has research grants in social science and awesome mathematical skills to boot, who's therefore a GOOD rulebook reader, was really unable to conceptualize how a hacker could do anything fun in combat. Hell, I have a technical degree in computer science and I didn't get how it played ingame. (IMG:style_emoticons/default/nyahnyah.gif) Sure, this could be explained, but try and convince a player to play a hacker if the chapter on the topic is a maze and there's really no incentive to understand it. I'm sorry, but the changes to decker in SR5 (AND the Matrix chapter) seem totally in line with the BIGGEST obstacle we had with using SR4A ruleset.

4. My streetsam had a tacnet, and to have a tacnet you must provide sensors to it. Most of my cyberware in SR4A was actually sensors that had to be connected in some way or another to a network. Oftentimes to the Matrix. SR5 doesn't change that. I know you could slave your gear to your PAN and skinlink (almost) each device, but the fact remained that to have a tacnet meant opening a breach for hacking. Wireless bonuses don't change much of that.

5. In my games, the Matrix is not some kind of "big Internet". It's a lot more metaphysically strong. It's almost a world in and of itself. Unfathomably complex and rich, and stuff like Google Maps doesn't even begin to give justice to that "plane of existence". The Wireless bonuses make sense for us in that context.

6. I agree that some of the Wireless bonuses I've seen stress my suspension of disbelief, but it's not worse than combat decryption in a future were quantum encryption will be available... or magic for that matter. It's actually one of the least unrealistic elements of SR5 for us in our group.

7. In our setting, which is a bit different from Shadowrun, biotech has outstrip cybertech for a long time. Also, cybertech was meant for medical purposes mostly, and regulations exist to control the use of cybertech. Obviously, having cybertech leave online traces is a big part of it. They were developed to be under the scrutiny of the corporations and states. The fact that the military is turning it off is well reflected by the loss of combat bonuses, which makes sense in a sort of tacnet way. In our setting, we consider the Matrix to "contain" a minimum of 3.5% of humanity (~800 million on 20 billion people) that are connected at all time, a lot of them hacking info, spreading it in different parts of the Matrix, and generally "helping out" in some sense, by leaving info packages everywhere. The bonuses items receive if they are connected wirelessly more-or-less reflect that.

8. The reduction in nuyen cost for upgrades in 'ware really helps streetsams close the gap in advancement, and get more oomph out of their Essence. They may start in front of Adepts a long way, but the cost of replacing 'ware was really too prohibitive. We're looking at several million nuyens.

9. The priority table is a bit too harsh on trolls, but for magical users it is also quite complicated. If you are mundane, you put your E in magic/technomancy, which gives you better choices left for the rest of your character. If you are a magical adept, and you don't pick human, where do you put your E ? I'm trying to come up with an ork magical adept, but it's really really hard. The often talked about "abusive" cybered-adept is not so easy to pull of, at least from start, when you can only get 6000 nuyen, or if you sacrifice skill points, or if your stat points are stretched out.

10. Limits fix a real problem we've had. My streetsam could, by stacking bonuses, get a 20-24 DP in Intimidation with a charisma of one, and very little skill points. Nobody would win the opposed test (most of the time). The cap at 20 for DP was an inappropriate global "fix", and the other solutions (i.e. max hits set at skill rating x2) seemed tacked on. Limits, we really like, as they make a lot more sense.


Anyhow, I just wanted to bring to attention some items that I found were important to keep in mind. I globally think SR5 will be much better than SR4/A. At least or our group.

-Frank
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StealthSigma
post Jul 2 2013, 08:35 PM
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QUOTE (Quake @ Jul 2 2013, 04:28 PM) *
(Insert general warning about English being my second language.)

Hi everyone,

I've been trying to read the forums here recently, to learn more about SR5, but the aggressive talk has become pretty annoying. I understand that to some people changes taking place in 5th edition can be perceived as "scandalous", but when so few people have read the books and you try to sort through the posts to glean details here and there, it certainly is not like having the book on hands. The moderator's warning about the tone of discussion is a pretty welcome one, I think.

I would like to raise a few arguments about the SR5 changes that I think need to be kept in mind:

Anyhow, I just wanted to bring to attention some items that I found were important to keep in mind. I globally think SR5 will be much better than SR4/A. At least or our group.

-Frank


I don't think most people are necessarily stating the rules are bad. The problem that most people are vocalizing is that to make rules that are good and somewhat balanced the overall versimilatude of the setting and ruleset creates a significant cognitive dissonance. That's the problem. There's game systems that don't give one lick about whether or not the rules create dissonance. It's called Paranoia.
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Quake
post Jul 2 2013, 08:37 PM
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Globally, SR4, for me, meant more dissonance and suspension of disbelief, than (from what I can see) SR5 will.

/but-I-don't-have-the-book-yet
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apple
post Jul 2 2013, 09:00 PM
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Just some quick corrections.

QUOTE (Quake @ Jul 2 2013, 04:28 PM) *
1. Looking at most streetsam builds I've seen, the bioware part was certainly the major component of stat bonuses and combat efficiency. Now, with the reduced cost of Alpha, Beta and Deltaware,


Cyberware cost has been increased by the factor of x3 in some cases. Just as an example:

wired 2 39000 SR4 2 11000
3 149000 SR4 3 32000
5 217000 SR4 5 100000


QUOTE
2. Streetsams, no matter how high their Willpower was, would die in one shot from direct combat spells, especially the mana ones. Now that these spells have been brought down, it actually helps streetsams compete. (A few years ago, I had a character that was really min-maxed for defense, and fellow


It had nothing to do with direct combat spells (although you are right, they could have used a small nerf) or streetsams in specific, but with being mundane and missing a second defense value (counterspell in SR4, sorcery pool in SR3, shielding etc). This has not changed ... and the "attack" will just shift to different spells (mindrape, indirect spells, spirit powers). Perhaps with higher drain, maybe. I, personally, wished for "counter spelling" becoming a mundane ability.

QUOTE
who's therefore a GOOD rulebook reader, was really unable to conceptualize how a hacker could do anything fun in combat.


1) Find hidden network
2) Decrypt
3) Hacking on the fly
4) crash/edit/spoof or whatever comes to your mind
5) ???
6) Profit

I am quite sure that everyone understands that. But yes, it could have used some streamlining and better explanation and it needed the removal of extended tests (as it happened in SR5).

QUOTE
Wireless bonuses don't change much of that.


Wireless Bonuses changes everything because previously you had an independent online system which you could or could not use without impact on the rest of the system. It was based on how the sixth world worked. In SR5 you have wireless reaction enhancers, wireless knifes and wireless silencer. This is not a part of how the sixth world works, but a stricktly monopoly-style rule aka "roll dice, go to jail".

QUOTE
and get more oomph out of their Essence.


The lower essence cost (bioessence or cyberessence) won´t be divided by half anymore IIRC & AFAIK. It certainly comes down to the combination of the priority system distribution, race, money and build, but I would not be surprised if in the long run the mundane characters will have less opportunity to upgrade without any major increase in payment for runs. Certainly if you go back to "you get 50k Ľ" then it may happen.

QUOTE
10. Limits fix a real problem we've had. My streetsam could, by stacking bonuses, get a 20-24 DP in Intimidation with a charisma of one, and very little skill points.


Please read the SR4 rules again, you can only have a social dice pool modifier with a max of the natural attribute + skill. Attribute of 1 and "very little skill points" means that you can, at max, have a bonus of +2 or +3 total. Not +20.

Cumulative positive Social Modifiers may not exceed the character’s
combined natural Attribute + Skill Ratings.


SYL
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Critias
post Jul 2 2013, 09:02 PM
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So a guy says he's excited about some stuff, and even here folks have to argue with him and tell him he shouldn't be? Is it really so painful to, like, let someone be happy about a thing they might like, and you might not?
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apple
post Jul 2 2013, 09:06 PM
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If some assumptions are wrong should you not correct him?

SYL
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Quake
post Jul 2 2013, 09:27 PM
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I actually did write them with numbers so people could point out if I was wrong. But even if I stand corrected (especially about social DPs in SR4A: oops!), I don't think it dismisses my main point.

For example, Deltaware Wired Reflexes costed 1 million nuyen. Have you ever met someone that had one? Now, even with the increase, Deltaware WR is around half of that. If other cyberware or bioware doesn't increase by a factor of three, it means a global rebate, still.

Also, about magic vs. streetsams: if people switch to higher draining indirect combat spells, which take armor into account, don't you think it means more survivability for streetsams? I mean, people in the magic threads have been complaining about the nerfing of damaging spells in general for days! (All the while people have been saying mages will become too powerful in other threads...)
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hermit
post Jul 2 2013, 09:28 PM
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QUOTE
Hi everyone,

I've been trying to read the forums here recently, to learn more about SR5, but the aggressive talk has become pretty annoying. I understand that to some people changes taking place in 5th edition can be perceived as "scandalous", but when so few people have read the books and you try to sort through the posts to glean details here and there, it certainly is not like having the book on hands. The moderator's warning about the tone of discussion is a pretty welcome one, I think.

Whatever floats your group's collective boats. (IMG:style_emoticons/default/smile.gif) However, not everyone is against what we've seen from SR5 so far out of some sort of hysteria. Neither is the nasty tone coming only from the critics; one author in particular has shown spectacularly bad form.

That said, some replies to your points:
QUOTE
1. Looking at most streetsam builds I've seen, the bioware part was certainly the major component of stat bonuses and combat efficiency. Now, with the reduced cost of Alpha, Beta and Deltaware, it seems a lot easier to create biosams than before.

Doesn't change a thing about essence being a more precious ressource now, and the massive problem that lowering essence cost altogether is only making cybermages better, not necessarily streetsams.

QUOTE
2. Streetsams, no matter how high their Willpower was, would die in one shot from direct combat spells, especially the mana ones. Now that these spells have been brought down, it actually helps streetsams compete.

while that is a positive change, it is offset by another front where streetsams become attackable that looks very worrying - the Matrix, via security hackers. I see no viable defense against a sam simply being bricked to nonfunctionality or slammed with black IC until he's dead. If there is a certain balance, nobody is telling.

QUOTE
3. Nobody wanted to play a hacker around these parts.

The game isn't just about combat. Besides, hackers could, in SR4, always use drones or run a TacNet. YMMV, but I see that as viable enough.

QUOTE
4. My streetsam had a tacnet, and to have a tacnet you must provide sensors to it. Most of my cyberware in SR4A was actually sensors that had to be connected in some way or another to a network. Oftentimes to the Matrix. SR5 doesn't change that.

Actually, we don't know ghow SR5 will handle TacNets. And again, while most of your cyberware was wireless enabled anyway doesn't make Matrix Boni like "two internal systems need to communicate wirelessly because how cables work is a forgotten art" make any more sense.

QUOTE
5. In my games, the Matrix is not some kind of "big Internet". It's a lot more metaphysically strong. It's almost a world in and of itself.

Again, YMMV, but default Shadowrun never had the Snow Crash Matrix. It was always the Gibson Matrix, and in SR4, the Ghost in the Shell (SAC, mostly) Matrix.

[tbc]
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hermit
post Jul 2 2013, 09:28 PM
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[cont'd]

QUOTE
6. I agree that some of the Wireless bonuses I've seen stress my suspension of disbelief, but it's not worse than combat decryption in a future were quantum encryption will be available... or magic for that matter.

Personally, I find things that are *almost* like things I know mroe difficult to swallow than things that are way out there. It's an uncanny valley effect really. And don't get me started on SR4's de/encryption rules.

QUOTE
7. In our setting, which is a bit different from Shadowrun, biotech has outstrip cybertech for a long time.

In my setting, it hasn't. As before, YMMV.

QUOTE
8. The reduction in nuyen cost for upgrades in 'ware really helps streetsams close the gap in advancement, and get more oomph out of their Essence.

I don't really get what you're saying. First, nuyen cost of cyber has tripled in SR5 in respect to SR4, according to the writer of the gear chapter. Second, how does paying less Nuyen get a Streetsam more oomph for his Essence? Essence is a different currency altogether.

QUOTE
9. The priority table is a bit too harsh on trolls, but for magical users it is also quite complicated. If you are mundane, you put your E in magic/technomancy, which gives you better choices left for the rest of your character. If you are a magical adept, and you don't pick human, where do you put your E ? I'm trying to come up with an ork magical adept, but it's really really hard. The often talked about "abusive" cybered-adept is not so easy to pull of, at least from start, when you can only get 6000 nuyen, or if you sacrifice skill points, or if your stat points are stretched out.

Well, then we agree that Priority isn't an optimal chargen system. (IMG:style_emoticons/default/smile.gif)

QUOTE
10. Limits fix a real problem we've had. My streetsam could, by stacking bonuses, get a 20-24 DP in Intimidation with a charisma of one, and very little skill points. Nobody would win the opposed test (most of the time). The cap at 20 for DP was an inappropriate global "fix", and the other solutions (i.e. max hits set at skill rating x2) seemed tacked on. Limits, we really like, as they make a lot more sense.

I agree here, but the implementation of Limit boni isn't very well done, from what I've seen so far. What do I need a Limit of 10 for if I have 9 dice?

QUOTE
Anyhow, I just wanted to bring to attention some items that I found were important to keep in mind. I globally think SR5 will be much better than SR4/A. At least or our group.

I wish I could share your enthusiasm, and I hope it pays out that way for your group. I'm pretty certain it won't for mine without a couple of houserules and table-specific bugfixes.
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apple
post Jul 2 2013, 09:40 PM
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QUOTE (Quake @ Jul 2 2013, 05:27 PM) *
if people switch to higher draining indirect combat spells, which take armor into account, don't you think it means more survivability for streetsams?


For that I would have to check actual values (especially with splatbooks and Karma development). Compared to SR4, direct combat spells were vastly tuned down, (which of course increases the survivability of mundane characters) , but indirect combat spells were almost unused due to drain problems in SR4. Now, how drain with the new modifier will work in SR5 remains to be seen in the long run, but it was a design goal to make elemental spells much more playable. When it comes down to damage output per round, however, a streetsam with an assault rifle will be the damage king once again (depening on initiative boosters).

However, don´t forget that the -AP is based on the force and there are discussions that damage is based on the magic attribute (unconfirmed). Combined with the rumor, that for spirit and elemental attacks the damage is force x2 (again, rumor, it could be a misunderstanding, perhaps other authors can clarify that). So, no, without a second defense attribute mundane characters will still be "weak" in the area of magic defense. The spell probably will change and the it won´t happen every combat round due to drain.

I would not wonder if the next "Stunbolt" would be something like "control action" => shoot yourself in the head. However there are no infos right now on mindrape spells and how they work in SR5, so it´s all based on assumption for this part. Time will tell (and the discussion will be heavily influenced by the new street magic, augmentation and arsenal books, on how much gadgets, items, meta techniques etc change the game).

QUOTE
If other cyberware or bioware doesn't increase by a factor of three, it means a global rebate, still.


If I look at the list posted on DS for some of the "usual" ware ... I am afraid that wired reflexes is not the only ware. In the end it depens on the nuyen level. 50k per run? no problem you will have lots of upgrade opportunities. 10k per run? You could sometimes upgrade in SR4, but it will take a lot longer in SR5. Final verdict still pending of course. After all we don´t have the book.

@hermit
QUOTE
massive problem that lowering essence cost altogether is only making cybermages better, not necessarily streetsams.


Lower essence is both valuable for the cybermage AND for the heavily augmented mundane, if they have enough financial resources to hit the essence 0 line (which was easily possible in SR4, even with higher grades). There is no special advantage inherent to the cybermage (except of course that they don´t need as much money to augment themselves as the streetsam, hacker or rigger. But. well, yes, that´s in the nature of the beast.


SYL
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hermit
post Jul 2 2013, 09:43 PM
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QUOTE
So a guy says he's excited about some stuff, and even here folks have to argue with him and tell him he shouldn't be? Is it really so painful to, like, let someone be happy about a thing they might like, and you might not?

Perfectly fine with him being excited, not terribly fine with all of his points, which he presented as arguments, so responding in a polite discourse's manner isn'T anything outrageous, or did I miss something?
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DireRadiant
post Jul 2 2013, 09:46 PM
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Quake, I know you will have a lot of fun with SR5. Your analysis looks good to me.
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Cochise
post Jul 2 2013, 09:54 PM
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QUOTE (Critias @ Jul 2 2013, 11:02 PM) *
So a guy says he's excited about some stuff, and even here folks have to argue with him and tell him he shouldn't be? Is it really so painful to, like, let someone be happy about a thing they might like, and you might not?


Let's just say, that this is a good example for the kind of behaviour that went into my decision not to buy ... just as Aaron's continous overuse of sarcasm whenever he feels the urge to defend certain things or Bull's "grumpyness" against certain nationalities which were - regardless of him having removed the questionable posting rather quickly - similarly offensive as Neurosis' attacks.

And no, no matter how earnest you guys consider yourselves when trying to apologize for stuff like that and how hypocritical it may sound when such a complaints stems from someone like me (who goes over boundaries as well regularly) it's not going to change my perception on the issue.
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Daedelus
post Jul 2 2013, 09:56 PM
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QUOTE (apple @ Jul 2 2013, 02:06 PM) *
If some assumptions are wrong should you not correct him?

SYL

It depends. If the assumption you consider wrong is an opinion based on different outlooks, then No. If it is factual based on mechanical misinterpretations (like the Dice Pool error) then yes.
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Wired_SR_AEGIS
post Jul 2 2013, 09:58 PM
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QUOTE (Quake @ Jul 2 2013, 09:28 PM) *
Anyhow, I just wanted to bring to attention some items that I found were important to keep in mind. I globally think SR5 will be much better than SR4/A. At least or our group.

-Frank


Frank, I share your enthusiasm. And I appreciate your effort to put a positive spin on the new edition. I think that, by and large, your assessment that SR5 will be much better for your group that SR4 will be correct.

Good luck, chummer. (IMG:style_emoticons/default/smile.gif)

-Wired_SR_AEGIS
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Moirdryd
post Jul 2 2013, 10:00 PM
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I'm looking forwards to making the "translation" from SR3. I've got two potential groups of which only one or two have ever done SR before and neither are really up on the Sixth World in general. So I get to start Fresh for everyone and teach them the Sixth World without my both intimidating and intriguing SR3 collection lurking near the table.

Start with one book and some new minds. Ohhh yeah.
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Wired_SR_AEGIS
post Jul 2 2013, 10:02 PM
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QUOTE (Moirdryd @ Jul 2 2013, 11:00 PM) *
I'm looking forwards to making the "translation" from SR3. I've got two potential groups of which only one or two have ever done SR before and neither are really up on the Sixth World in general. So I get to start Fresh for everyone and teach them the Sixth World without my both intimidating and intriguing SR3 collection lurking near the table.

Start with one book and some new minds. Ohhh yeah.


I'm jumping aboard from SR 3 myself! (IMG:style_emoticons/default/smile.gif)

...I wonder if sucking old players back into the fold was part of their design decisions. Like, I wonder if I'm succumbing to some dark algorithm of old-player-predictive-behavior-analysis.

-Wired_SR_AEGIS
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X-Kalibur
post Jul 2 2013, 10:02 PM
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While I may disagree with you on what points you think are better, I do agree that on the whole it will be fun. We'll all find a way to make it work how we want it to.

Of course the theoretical problem of magic users not having a power ceiling doesn't normally come into play. The problem is that a cybered character should have the ability to be stronger out of the gate for having a lower (any) ceiling and has essentially traded away his soul for this power. Instead the Mage and Adept can go toe to toe with a Sam out of char gen and outpace him forever.
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Sendaz
post Jul 2 2013, 10:04 PM
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QUOTE
...I wonder if sucking old players back into the fold was part of their design decisions. Like, I wonder if I'm succumbing to some dark algorithm of old-player-predictive-behavior-analysis.


A predecessor program to Horizon maybe? (IMG:style_emoticons/default/nyahnyah.gif)

And a fresh start is never a bad thing, sometimes we do bring a bit of baggage.

Plus nowadays I feel a lot more comfortable adjusting and house ruling if/when necessary if it will improve or clarify a situation.
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Wired_SR_AEGIS
post Jul 2 2013, 10:34 PM
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QUOTE (Sendaz @ Jul 2 2013, 10:04 PM) *
A predecessor program to Horizon maybe? (IMG:style_emoticons/default/nyahnyah.gif)


Damnit! At this rate, they probably know I've been counting down the seconds to the PDF release, and would pay up to +25% markup for a 48 hour head start...

...Wait. What's this? An email soliciting early access? All I have to do is sign away my soul, and agree to live in the Catalyst Labs Arcology?

Hrmmmmmm... You may be on to something, Sendaz. (IMG:style_emoticons/default/wink.gif)

-Wired_SR_AEGIS
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Moirdryd
post Jul 2 2013, 10:38 PM
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It does seem there is an upswing of enthusiasm from those of us who never played SR4 rather than those who've been playing SR4 for the last few years. NERPS! I say!
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Sendaz
post Jul 2 2013, 10:45 PM
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QUOTE (Wired_SR_AEGIS @ Jul 2 2013, 05:34 PM) *
Damnit! At this rate, they probably know I've been counting down the seconds to the PDF release, and would pay up to +25% markup for a 48 hour head start...

...Wait. What's this? An email soliciting early access? All I have to do is sign away my soul, and agree to live in the Catalyst Labs Arcology?

Hrmmmmmm... You may be on to something, Sendaz. (IMG:style_emoticons/default/wink.gif)

-Wired_SR_AEGIS

Sorry?

Was busy clicking Yes, YES,YES to this early access email.

They are even coming out to pick me up!

Though now that I think about it, I didn't list a physical address so how are the---

*THUNK*

*soft dragging sounds, a door closing, then a motor starting up and a vehicle pulling away*
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cndblank
post Jul 2 2013, 11:06 PM
Post #23


Running Target
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I'm glad that the designers for SR5 are not afraid to take a chance and make major changes.

I agree with most of the changes they have made.

I just wish I could dial them back a bit.

I was hoping the changes in SR5 would help balance things out a some between Awaken and non Awaken.
Nerfing the Direct Combat Spells helped.

But looking at the costs or ware and decks for Deckers and Street Sams, and it sure looks like we are going to be right back to where we were before.
The new things available for the awaken to spend cred on won't make up for the non awaken having to spend so much more on ware.


The only way I'm going to keep the balance between Awaken and non awaken is BACKGROUND COUNT, BACKGROUND COUNT, and more BACKGROUND COUNT.
Admittedly unless the rules have change there is background count almost everywhere.
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apple
post Jul 2 2013, 11:10 PM
Post #24


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QUOTE (Moirdryd @ Jul 2 2013, 06:38 PM) *
It does seem there is an upswing of enthusiasm from those of us who never played SR4 rather than those who've been playing SR4 for the last few years. NERPS! I say!


Yes, I am quite sure that from a SR3 point of view SR5 is indeed an improvement ... speaks volumes about SR3, doesn´t it? (IMG:style_emoticons/default/wink.gif)

SYL
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Wired_SR_AEGIS
post Jul 2 2013, 11:16 PM
Post #25


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QUOTE (Sendaz @ Jul 2 2013, 11:45 PM) *
Sorry?

Was busy clicking Yes, YES,YES to this early access email.

They are even coming out to pick me up!

Though now that I think about it, I didn't list a physical address so how are the---

*THUNK*

*soft dragging sounds, a door closing, then a motor starting up and a vehicle pulling away*


A minute later, I'm still grinning ear to ear. (IMG:style_emoticons/default/smile.gif)

QUOTE (apple)
Yes, I am quite sure that from a SR3 point of view SR5 is indeed an improvement ... speaks volumes about SR3, doesn´t it?

SYL


...Ummm. Maybe? Like... that it's been out of print for close to a decade, and so it's hard to get new source material for it?

...Uhhhh, yeah. I got nothing.

-Wired_SR_AEGIS
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