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Luca
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?
Oracle
This whole topic has already been exhaustingly discussed in various threads throughout the board.
Veggiesama
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.
FiftyCal
I guess my searching abilities suck. . .

Where exactly is the comparison given? Can someone please provide links to pertinent posts?
Teulisch
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.

Slacker
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.
FiftyCal
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.
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?
Gothic Rose
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.
Luca
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??
Rifleman
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.....'.)
Jaid
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 nyahnyah.gif

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.
warrior_allanon
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)
Grinder
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.
Lilt
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.
Kagetenshi
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
Eyeless Blond
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. smile.gif

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.)
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??
Eyeless Blond
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.
Kagetenshi
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
Eyeless Blond
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?
NightRain
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
Kagetenshi
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.

~J
Eyeless Blond
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.
Kagetenshi
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
Luca
Your answers start to be interesting to me.
For the moment I have decided to not try 4th edition.
Maybe I will have a look on the book but do not start playing anything.
We do not play that often (due to things like university, job, etc..) and we still have problems familiarizing myself with some of SR3 mechanics, especially rigger 3 & Matrix.
I find these books wonderfull for the level of detail...but chaotic in letting one learn things.
There is no sense for me in starting now a new thing, especially if I consider all the money I've spent to get all SR3 books.
A strange thing is that Fanpro tried to give a good, playable, simplified version of vehicle rules (and matrix...but it is too simplified for my tastes) in Mr.Johnson's little black book, which is one of the latest of Sr3.
OK, it's not a complete, whole set of rules but a just a simplification of old stuff. However one get rid of all these stupid "scores" even in vehicle vs vehicle combat (which was not suggested by the Rigger 3 simplified optional vehicle vs people system).
Why did they did it so late when one was supposed to leave Sr3 for Sr4?
Anyway what really sounds odd is the 4 months of playtesting of Sr4.
As far as I know D&D3 was developed and playtested in about 2 years.
OK D20 has still plenty of problems (without considering the disgusting robbery which is doing a 3.5....) but, at the end of the day, it was a sincere, real improvement from AD&D2....a sentence that really few people can criticize because it is objectively true!
They get rid of all the senseless limitations of AD&D2.
Why Fanpro let SR4 come out so soon?
What real limitations they get rid off?
Maybe they were developing the game for longer but were 4 months of playtesting enough to understand if the new game was really improving something?
I do not know since I've not yet read the SR4 book, maybe I will have a look.
Eyeless Blond
Well don't completely shun it. Like it or not, SR4 is the future, and you'll have a hard time keeping up with the jonses if you stick with old editions.

The game itself isn't all that bad either. It's just that whenever I look at the rules I see places where the writers just adopted things from SR3 that didn't fit, even outright cut-and-pasting in the spirits chapter. I see places where they threw in half-thought-through ideas because they were running on such an arbitrary and stupid self-imposed deadline. I see places where the book's layout could have been altered just a little bit to improve readability. I still disagree with some of the basic philosophies behind the design--I still think that it's possible to implement variable TNs *and* include thresholds without destroying the game's playability. But I can still see where they're going with this, and I'm disappointed that the book and the rules aren't great, rather than merely adequate.

QUOTE
What real limitations they get rid off?

That's another thing that disappoints me. They didn't get rid of any limitations at all, except for the part about all simsense (rigging, decking) work being done in a coma. They in fact added and tightened limitations: limitations to skill levels, limitations to attribute levels, limitations to the power of starting characters and how they can grow, limitations to what each sphere of specialization can affect and how. Some of these will be loosened in the supplements, but the world seems to press more tightly now than it did in SR3.
Ophis
I've found they removed some major limitations. It is now possible to run a mage who use the matrix, one of my group is an adept break in artist who has some hacking skills for opening sec systems up. Sure she is not as good as the pure hacker but in the group but thats the price of playing a multi class character.

It is now possible to play a useful mundane un-cybered character.

Sure magic progression is uncapped but when wasn't it?

Cyberware is now priced at prices that mean you don't have to save for an entire ten week campaign to gain one point of reactions (I believe the bill was close to 3 million, for 1 extra point of reaction...)

Technomancers (what otaku are now) actually have a point rather than being obnoxious kids who the real hackers outstrip in a couple og weeks play.

I can now explain the system to a newbie and they get it first time. I saw this a limitation, one of the brightest player I know was I a game of mine and after ten sessions was still getting her head round the various pools.

I've played shadowrun for years and think SR4 is the best iteration of the rules, Its certainly better than SR3 which was oddly broken in to many places.

As to why fanpro pushed it to get to release date? They wanted to release at GenCon for the marketting buzz... thats business sense to me, maybe they could have waited a year, but thats what it would have been.
Kagetenshi
QUOTE (Ophis)
It is now possible to run a mage who use the matrix

Got one of those in my SR3 game.
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It is now possible to play a useful mundane un-cybered character.

This is part-true, but I've yet to see an explanation why it should be. If being born magical or giving up chunks of your body doesn't give you the edge, what's the point?
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Sure magic progression is uncapped but when wasn't it?

Wrong question. It is now comparatively more uncapped due to the tighter caps on mundane progression. As karma approaches infinity, all mundanes approach the same skill/attribute set.
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Cyberware is now priced at prices that mean you don't have to save for an entire ten week campaign to gain one point of reactions (I believe the bill was close to 3 million, for 1 extra point of reaction...)

If you're going Delta-grade, sure. At Basic grade not even Move-By-Wire IV costs three million.
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Technomancers (what otaku are now) actually have a point rather than being obnoxious kids who the real hackers outstrip in a couple og weeks play.

No, technomancers are now just "guys who do stuff" rather than a unique character type with flavour embedded in the system.
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I can now explain the system to a newbie and they get it first time. I saw this a limitation, one of the brightest player I know was I a game of mine and after ten sessions was still getting her head round the various pools.

You must be a remarkably poor teacher, then. Pools are not a difficult concept.
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I've played shadowrun for years and think SR4 is the best iteration of the rules, Its certainly better than SR3 which was oddly broken in to many places.

So a game that is more bizarrely broken in more places is better? I can certainly see it being closer to the game you want to play for whatever reason, but objectively speaking the holes in SR4 are way past anything SR3 has to offer.
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As to why fanpro pushed it to get to release date? They wanted to release at GenCon for the marketting buzz... thats business sense to me, maybe they could have waited a year, but thats what it would have been.

You'll excuse me if I'm unsympathetic.

~J
Lilt
QUOTE (Kagetenshi)
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

Can you explain what you mean by these criticisms? Examples are good. How difficult would they be, do you think, to fix?
Kagetenshi
They range from nearly impossible to fix (flaws in the entire attribute+skill(+/-)modifier system) to time-consuming (completely redo the modifiers to damage for ammunition, remembering this time that one point of DV is roughly equal to three damage resistance dice) to relatively easy (redo the concealability chart, or scrap it and go back to per-item concealability). They're so pervasive, though, as to in my opinion render the game not worth fixing. I'm speaking of the end-user, here—if and when FanPro gives a go at SR5, I'll probably take a look.

Examples, mostly cut and pasted from my posts in other threads or other forums:

Characters rolling large numbers of dice (there's some vagueness on how high you can go, but I've seen up to eighteen on builds that I'm pretty sure are legal) get Immunity to Normal Modifiers. If you have eighteen dice and are running (-2) in melee combat (-3) in full darkness (-6) at extreme range (-3), you still expect a success—80% chance of one. The comparable situation in SR3 involves a TN of 9 (range) + 8 (full darkness) + 2 (melee) + 4 (running), or 23. With twenty-four dice (insane by SR3 standards), that's under 4% chance of success. In SR3, when you try to hit someone you can't see at extreme range while you're running and someone's beating on you, you actually miss.

APDS, flechette, and gel ammo are mechanically nearly identical. APDS is more likely to cause physical damage and is more expensive, gel round is the least expensive. Physical tracks are, both on average and for the maximum, longer than stun damage tracks, therefore stun is more desirable anyway. EX-EX, meanwhile, is flat-out more effective in terms of average damage dealt, though admittedly it's likely to cause stun. Note that this is the case even against armored opponents—rounds designed to break apart on impact kill people in heavy armor better than rounds designed to penetrate armor.

A two-foot stick is just as hard to conceal as a submachine gun or a sword.

A machine pistol (glorified light pistol) is harder to conceal than a heavy pistol, and equal in concealability to a medkit.

(The following are examples of additional significant flaws, not examples of the above-mentioned items)

To dodge, you must trade a complex action for your opponent's simple action.

Edge varies dramatically in power based on game length and refresh amount. For a one-shot campaign, the character with seven Edge will eat everyone. In a long-term campaign it's much less important unless refreshes occur regularly. This is also the case in SR3, but Karma Pool was not something you paid for.

Game balance by GM fiat. "We're going to make some powerful magical ability really cheap, but don't take it unless you really mean it!" (Example: adepts, technomancers)

And the stuff Eyeless already mentioned. I could keep going, but I've got laundry to do.

~J
Eyeless Blond
QUOTE (Kagetenshi)
QUOTE (Ophis @ Nov 14 2005, 06:58 AM)
It is now possible to run a mage who use the matrix

Got one of those in my SR3 game.

Same here, and he's noticing a distinct drop in performance in both areas of expertise now that he's being converted.
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It is now possible to play a useful mundane un-cybered character.

This is part-true, but I've yet to see an explanation why it should be. If being born magical or giving up chunks of your body doesn't give you the edge, what's the point?

He's really not that useful, either. Sure, up to eight times per session (depending on how often your GM refreshes; that seems to actually go down when Edge values go up, so it remains lagely the same regardless) he can do something useful, but the rest of the time he's got nothing else going for him. Whee.
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Sure magic progression is uncapped but when wasn't it?

Wrong question. It is now comparatively more uncapped due to the tighter caps on mundane progression. As karma approaches infinity, all mundanes approach the same skill/attribute set.

On the other hand, Karma is worth significantly less under the new system. For that matter, so are build points; a 400BP character under SR4 rules is about as powerful, though in some ways less so, as a 105BP character in SR3. So, even though the limits are tighter, it'll take about as long to reach those limits if karma/cash awards remain the same.
Lilt
@Kagetenshi: My devil's advocate gene is kicking in here, but I don't really find many of those criticisms to hold that much weight.

Is "immunity to normal modifiers" really that bad? Surely somebody throwing 18 dice on an attack is supernaturally good? The character is going to need to know that there is somebody there, implying that they can hear the enemy, saw their position perviously (before the lights went out), or have otherwise been told where they were. It's understandable that someone should probably miss given the circumstances, but even the most dedicated and skillful human is only throwing 14 dice which is an automatic failure unless they're spending edge for a lucky shot.

I'll wait ntil I've tried some proper gameplay before I make-up my mind about problems with the ammo and physical/stun system. It does sound like it might be a bit off, however.

Technically you don't need to spend an action to doge either, as you get to dodge using your reaction anyway. You can spend a complex action to dodge, but that adds your dodge skill on defense against all attacks for a round. Thus one complex action may be worth 20 simple actions if 10 people are shooting at you.

Edge refreshes every session... How would this make edge more valuable in a 1-off than in an extended campaign?

Is making a non-serious adept wothwhile? Would it really be imbalancing? Isn't it more a case of game flavour by GM fiat? It costs a lot to be able to do anything with magic, and they're both impacted adversely by taking cyber. Have there been any examples of someone 'abusing' the cheap cost of adept/technomancy abilities 'when they didn't really mean it'? It strikes me that the 'unless they really mean it' restrictions are unnessecary writing rather than system faults.
Jaid
edge refreshes when the GM says so, no sooner, no later. every session may be a guideline, and your GM may do it that way, but it is not "the rules", which basically say edge refreshes whenever the DM decides so.

as far as the observations that SR4 could have used more playtesting and better editting... i'll agree to that. i'm used to reading WotC stuff, and while you may or may not like D&D, i have to say i've gotten used to specific terms meaning specific things in the rules and whatnot, and it would be nice to see that same kind of quality control in SR products.

i don't think it makes for that big of a problem, though. it's just something that would be nice...
NightRain
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Characters rolling large numbers of dice (there's some vagueness on how high you can go, but I've seen up to eighteen on builds that I'm pretty sure are legal) get Immunity to Normal Modifiers.


And under every previous edition, they suffered from hypersensitivity to wound modifiers. A smartgun link dropping a TN from 4 to 2 was a /massive/ boost, and the penalty of going from 4 to 5 in melee because you took a light wound effectively ended the combat. If you want a quick fix for SR4, then double the stated penalties. There is no corresponding quick fix for the non scalability of TN's.

Personally, I call that an improvement. You may not, but it's certainly not a step backwards. At worst, it's a change when a change wasn't needed.

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APDS, flechette, and gel ammo are mechanically nearly identical. APDS is more likely to cause physical damage and is more expensive, gel round is the least expensive.


This I agree with, and it annoys the hell out of smile.gif

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A two-foot stick is just as hard to conceal as a submachine gun or a sword.

A machine pistol (glorified light pistol) is harder to conceal than a heavy pistol, and equal in concealability to a medkit.


No, that's an example of the reduced complexity of the system people have been saying doesn't exist. Simplfy it down to a few basic sizes, and you can know at a glance how concealable something is. If you want more granularity in your games, it's probably not a good thing, but for me personally, it won't alter my games one way or the other, because of the first issue you brought up (decreased effect of modifiers). In SR3 terms it's a huge issue, because altering the TN in any form /dramatically/ alters the end result.

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To dodge, you must trade a complex action for your opponent's simple action.


The point being of course that you don't need to dodge, you only do it if you want to go on the defensive. Your standard PCs shooting at each other won't be dodging at all. It also works against any and all attacks coming your way, so if it's one person shooting at you once, it's a complex action for you vs a simple for them. But if your getting shot twice or more, it works out in your favour.

This is a good change no matter how you spin it.

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Edge varies dramatically in power based on game length and refresh amount. For a one-shot campaign, the character with seven Edge will eat everyone.


A real problem for one shot games I'll admit, but not a problem at all in campaigns, because whatever refresh time the GM sets, it will be consistent within that campaign.

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Game balance by GM fiat. "We're going to make some powerful magical ability really cheap, but don't take it unless you really mean it!" (Example: adepts, technomancers)


What about adepts and technomancers? Yes, it's really cheap to buy the quality that makes you an adept or a technomancer. So what, it's next to impossible to abuse, because of the fact it only gives you one single point of magic (or the technomancer equivalent, the name of which escapes me), so if you put a single bit of cyberware in your body, you've just lost the benifit of that quality. To keep the quality, you have to sink more points in to buying up the stat, which in turn costs more and more points.

The only possible way you can get out of character creation having got cheap "bonus" ability is if you're playing a fully mundane character with no cyberware. And I don't know about you, but in my games, if he wants to tell me he's secretly a technomancer that will one day discover his abilities, that's great, because he'll need all the help he can get running around with cyber sammies and fully developed awakened characters

Half of the things you consider flaws aren't flaws. The others are at worst, changes for changes sake. If you don't like the changes, you don't like them, but as I said before, that doesn't equate to the rules being horribly broken
Ophis
QUOTE (Kagetenshi)
QUOTE (Ophis @ Nov 14 2005, 06:58 AM)
It is now possible to run a mage who use the matrix

Got one of those in my SR3 game.


Well I, never did, well unless you count checking out Shadowlands, but never anything serious. I can rember the time in SR2 when magically active people got a penelty for decking. Maybe my players just limited themselves but the matrix rules were so complex no one could be bothered to learn them and live with the hassle of balancing a duel role. Also most mages avoid cyber which was nessercary, now it isn't which means they only lose out on having to learn extra skills.

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It is now possible to play a useful mundane un-cybered character.

This is part-true, but I've yet to see an explanation why it should be. If being born magical or giving up chunks of your body doesn't give you the edge, what's the point?


Okay I agree with you there in part but I will (if I get a chance to play) try it out, I like face types and playing one with no (or minimal) enhancement who can once in a while do amazing things sounds cool too me. My main point was you can play a perfectly workable character with out becoming an extreme cybermonster.

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Sure magic progression is uncapped but when wasn't it?

Wrong question. It is now comparatively more uncapped due to the tighter caps on mundane progression. As karma approaches infinity, all mundanes approach the same skill/attribute set.


I like the idea of magic developing on for ever, I like the balance of tech being easy to become the "best" at and peaking fast but early. Magic on the other hand is a long slow slog up an infinite slope. In the Background there are Immortals who have studied magic for millenia this is the only "there is always someone better" take I've ever really liked. The caps allow charcters like adepts to compete at start up with sammies. They may eventually exceed them but hey I can live with that.

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Cyberware is now priced at prices that mean you don't have to save for an entire ten week campaign to gain one point of reactions (I believe the bill was close to 3 million, for 1 extra point of reaction...)

If you're going Delta-grade, sure. At Basic grade not even Move-By-Wire IV costs three million.


actually I was talking delta grade biggrin.gif But thats not the point ware was priced that aprt from somebasic bits a security guards ware cost more than three or four times his income... more particualrly for starting characters you had to explain how they had 1000000:nuyen: worth of stuff with out being serious bad asses, gangers who can drop 55000:nuyen: on wireds when this was enough to live in ahigh lifestyle for 5 months. Where in heck did they find the money? mugging just wouldn't work. In game I found the problem of justifying how the cyber monster got enough money to upgrade in an amount of time that meant the player didn't get annoyed. the big important peices that getting at a higher grade means you've got enough for your new toy cost silly amounts, so unless the team was working for silly money or they saved for weeks of real time they got nothing. I prefer the lower cost of cyber it makes bioware feel cool and cutting edge, it makes low cash concepts (eg ganger) with a small amount of cyber believable.


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Technomancers (what otaku are now) actually have a point rather than being obnoxious kids who the real hackers outstrip in a couple og weeks play.

No, technomancers are now just "guys who do stuff" rather than a unique character type with flavour embedded in the system.


what and person blessed with weird link to computors isn't flavor? hell its the same damn flavor as otaku but with out the age limit. The fluff may be a little lacking but then again they haven't had several source books to be hinted at in yet. The mystery of origin is still there. I just like the fact that they start out a little weak in a "fistfight" and then eventually develope into the gods of the matrix. A more obvious case of the tech quick easy weird spooge ( I suspect magic and always did with otaku) slower but much more powerful in the long run.

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I can now explain the system to a newbie and they get it first time. I saw this a limitation, one of the brightest player I know was I a game of mine and after ten sessions was still getting her head round the various pools.

You must be a remarkably poor teacher, then. Pools are not a difficult concept.


No pools are not a difficult idea. the basic idea is cool and I loved it. Now comes the problem I had with them. Teaching players how to spend them during fights with out telling them what to do. The player was never sure how or when to spend them, she got the concept fine, implementation was the problem. Without me constantly holding her hand there was no good way of teaching her how and when to use them. I as a ref and the player had no desire to play lots of training sessions to get her used to doing it. Once players got how to use them they work great but spending nine weeks of a ten week campaign getting them used to it was silly and thats what I hated, the fact that many charcters have multiple pools and adding in karma pool didn't help. Too many player got confused on the basics rather than it being easy to learn and hard to master.

The edge system has some of the charm of the pools (all combined) and is easy to understand what the limits of it are (that many uses per session). It is what I wish the pools had been, it makes a big difference in how an encounter goes, it is easy to pick up the basics, and the players are beginning to master the uses of it.

Oh and in relationship to your reply. Please don't insult me, maybe I wasn't clear enough but there was no need for an insult.

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I've played shadowrun for years and think SR4 is the best iteration of the rules, Its certainly better than SR3 which was oddly broken in to many places.

So a game that is more bizarrely broken in more places is better? I can certainly see it being closer to the game you want to play for whatever reason, but objectively speaking the holes in SR4 are way past anything SR3 has to offer.


I have found no grossly bizarre breaks in it. But the I like the new rules. you seemingly do not. We have a differenc of opinion. the OP wanted both sides, so I gave mine. My answers are based on my opinions and experience oddly enough they are different to yours. I felt it was clear that I was not being objective. The differences we have are opinions I find the holes in SR3 more bizarre than anything in SR4, you find it the other way round, go figure. I guess I should add IMHO at the end of every statement then.

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As to why fanpro pushed it to get to release date? They wanted to release at GenCon for the marketting buzz... thats business sense to me, maybe they could have waited a year, but thats what it would have been.

You'll excuse me if I'm unsympathetic.

~J


Yep I guess you have a point, but if they'd gone ooops not ready yet, people would bitch and they would loose money, as it was they went for the early release and people still bitch, damned if you do... I can understand the business reasons thats all, or more likely I willing to accept that it affects peoples decisions, honestly I think the only changes that would have been made would be errata not being needed.
blakkie
QUOTE (Kagetenshi @ Nov 14 2005, 01:40 AM)
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

Unfortunately that value isn't if the complexity convinces me to just end up dumping the whole section. *shrug*

@Lilt, the SR4 Matrix and Vehicles are just flat out more playable. Even with the somewhat out-of-character for SR4 Program+Skill mechanism for Virtural Reality and the bizzare "bleed through" of SR3 of the Pilot column in the vehicle table (what this column represents isn't really explained, and it's presence on regular cars doesn't jive with the Rigger Adaptation and drone rules).

That isn't the only place where direct text or artifacts from SR3 comes through, showing that SR4 was indeed built on top of a largely stripped down SR3.

EDIT: Technomancers (wireless Otaku) are pretty cool, definately better suited to be a PC than the Otaku were (not surprising given the development history of the Otaku). However many people find their ability to access the Matrix with no hardware unsettling.

For Magic, just comparing BBB to BBB, it's mostly a push with SR4 having a small edge in being more "complete". But that's mostly due to basic stuff from Magic In The Shadows in SR3 moving into the SR4 BBB. There are definately differences, but overall i wouldn't call SR4 a stunning improvement. Sure it's nice they got rid of Exclusive magical actions and having to track the Force you know a given spell at, but for the most part it is the old magic system converted to the new dice mechanics. There is one really bad issue with higher level Spirits being insanely powerful (again what appears to be another "bleed through" from SR3), but that's mostly localized and easy to *cough*correct. SR4 is intended to be extended in a way SR3 magic wasn't, so the real comparison of the two will come sometime next year with Street Magic.

Weapons and combat? *shrug* They did clear some garbage out there, but IMO not nearly enough. There are also some interesting additions, and a very different take on initiative that is likely for the best as all different 'modes' of the game (astral, meat world, VR) now run a lot more insync. Then there is the wierdness that is Full Defense that added a complexity/options that could have been avoided. Inherited wierdness has also made the trip like Hardened Armor either protecting entirely or, for one step more damage, not that much at all. I guess that kinda reflects RealLife™, but i've always seen RealLife™ as a poor excuse for unfunness in a game. wink.gif

Cyberware/bioware had a major adjustment in price that it makes it feasible to add 'ware after character creation without the GM allow enormous amounts of currency into play or falling back on having some cleary insane, spendthrift sponsor NPC pay for it. Also how you calculate the essense loss from cyberware and bioware is IMO an improvement. No more messing with Essense and Bioindex, yet the new system brings pretty close to same effect.

Sadly post-chargen 'ware also provides an example of what is IMO is SR4's biggest issue. Areas of vague rules. No rules are given for nuyen.gif or Essense costs when you upgrade the rating on 'ware you already have, or if you replace one piece with another. An SR vet is likely going to say something like "well you just put it in the Essense hole", basically following the common SR3 house rule (of the people that realised what the real SR3 rules were, even fewer used them since they were so innane). Unfortunately without SR background you don't even have that.

It is like an assumption was made that it was explained elsewhere in the rules, but the "elsewhere" is the previous edition. Or it might be that the explaination was spread across multiple locations elsewhere in the SR4 rules, which since they seemed to use SR3 as a base is entirely possible. But then during editting it was cut from one spot (good!) without all the required info making it to the remaining spot (bad!).

Fortunately these areas of vagueness can typically be delt with easily even by a semi-skilled, or at least semi-intellegent GM using "soft" house rules.

SUMMATION:

For someone without an investment of learning in SR3 the choice between SR3 or SR4 is clearly SR4. This isn't too surprising since that is what Fanpro seemed to be targeting the product at.

For current, longtime SR3 players moving right now mostly comes down to whether the improvements in area of Vehicles and the Matrix are worth setting aside (or converting) much of the contents of the SR3 supplement rules (R3, MitS, M&M, CC). IMO the requirement for learning new rules mostly offsets the other improvements as generally people that are still playing SR3 either like or tolerate those canon rules, or have [more often] heavily house-ruled SR3 to ease the pain.
Harlequins_Back
QUOTE
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" 
 

That is correct. After over a dozen attempts, I cannot create even a simple nSR character in anything less than 3-4 hours-- 5 if he's gear-heavy. There's too much back-and-forth, and you need to sift through the entire section on Qualities in order to get anything done. A one-page listing of qualities would have been better, with the detailed list being moved to the end of the chapter-- kinda like the spell section of the magic chapter.

There is no overview of character creation. There's step-by-step examples, which are of varying use-- sometimes they help, and sometimes they make matters worse. There is a cost list, but it doesn't explain what step to take where. And again, having the Qualities section in the middle of the chapter really tosses things off-- if you buy something that affects an attribute or skill, for example, you'll need to go back and redo everything.

Also, I'll put this up to Dumpshock as a whole, nSR fans or foes-- when you created a character, were most of your skills in the 3-4 range? Everyone becomes generalized, since they can only have one or two high skills-- and that doesn't even prevent abuse!

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

You can run the numbers yourself. Assuming just raw ability, Fastjack (Logic 7, Computer 7) versus Joe Wageslave (Logic 3, Computer 3), Fastjack will score an average of 4.62 successes, versus Joe's 2. A critical success is defined as 4+ successes, but Fastjack will only average 2.62 successes over Joe. Fastjact should run circles around this guy, and not just chug ahead slowly.
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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". 

This is why I didn't want to get into a 3rd/nSR comparison. 3rd is probably just as bad about this sort of thing-- but in relation to other games, nSR's combat system is a complete mess. Remeber, my review was designed to compare nSR to other games, and decidedly not SR3.
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4) hacking: no clarity about "what skills were to be used with what program" 
 

Slight exaggeration-- my issue is that the skills constantly shift around on you. nWoD always gives you a linked skill and attribute that works together 99.9% of the time. We don't have that in nSR.
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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".

Take a look for yourself. Instead of the huge long list of actions listed for melee and ranged, the cybercombat rules only list attack and full defense as an option. Personally, I hate the "uh, I try to hit him again" combats-- don't you?

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

It's not. It's New Shadowrun, just like New Coke. New Coke is not Classic Coke, and nSR is not Shadowrun. Some people actually liked the taste of New Coke, and some people couldn't tell the difference. However, a lot of people did realize that the flavor wasn't the same.
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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" 

I didn't, and I stand by that one. I stared an nWoD game, and I'm having more fun with it than with nSR. I was introduced to Savage Worlds, to Traveller, to New Rifts, to a bundle of new games all at once-- nSR didn't even make the top five of my favorites.
Ranneko
Just one thing first, can you just use the term SR4? It seems silly to try to introduce your own TLA at this point for no useful reason. SR4 is the accepted term, just use that.

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Also, I'll put this up to Dumpshock as a whole, nSR fans or foes-- when you created a character, were most of your skills in the 3-4 range?  Everyone becomes generalized, since they can only have one or two high skills-- and that doesn't even prevent abuse!

Highest skill was 4, (I had a few groups), a few 3s and a couple of 1s.

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

You can run the numbers yourself. Assuming just raw ability, Fastjack (Logic 7, Computer 7) versus Joe Wageslave (Logic 3, Computer 3), Fastjack will score an average of 4.62 successes, versus Joe's 2. A critical success is defined as 4+ successes, but Fastjack will only average 2.62 successes over Joe. Fastjact should run circles around this guy, and not just chug ahead slowly.


What is this test for? Programming or something? Fastjack would also have hardware and software beyond normal availabilty, and in any case, chug ahead slowly? He is racking up the successes at nearly twice the rate as the wageslave.

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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".

Take a look for yourself. Instead of the huge long list of actions listed for melee and ranged, the cybercombat rules only list attack and full defense as an option. Personally, I hate the "uh, I try to hit him again" combats-- don't you?

True enough, the only real choice you get is what attack program you are going to use.

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

It's not. It's New Shadowrun, just like New Coke. New Coke is not Classic Coke, and nSR is not Shadowrun. Some people actually liked the taste of New Coke, and some people couldn't tell the difference. However, a lot of people did realize that the flavor wasn't the same.

I disagree, but this largely would stem from what is percieved as where the flavour lies, and what it is, so we end up having to agree to disagree.
Lilt
QUOTE (Jaid @ Nov 14 2005, 08:05 PM)
edge refreshes when the GM says so, no sooner, no later. every session may be a guideline, and your GM may do it that way, but it is not "the rules", which basically say edge refreshes whenever the DM decides so.

Gah. The rules recommend that edge be refreshed every session.

Unless this game is somehow different from every one that has gone before then everything in the book is merely a recommendation that the GM can change at a whim. I've never seen anybody advise players not to buy ares predators because the GM might decide that they only do 1S damage with and AP of +10.

The useless Ares Predator example is extreme, but you can't just deviate from the recommended system then claim that the system is faulty based on the change. The suggested refresh rate is around 1/session. To say that there is a fault with the system (edge being more or less useful depending on refresh rate) because some people might not follow what's recommended by the system is, I believe, a straw man argument (or at-least closely related to it).
blakkie
QUOTE (Lilt)
I've never seen anybody advise players not to buy ares predators because the GM might decide that they only do 1S damage with and AP of +10.

Normally perhaps, certainly in your example. But i have seen people often caution someone from assuming RAW in how the SR3 Inivisibility and Improved Invisibility spells function since it is often house ruled the minimize and/or eliminate the advantage of the Force 1 technique. Those rules weren't even specifically given as a suggestion.

It seems like a good caution to throw in when a very common alternate ruling exists that can change the weighting. But that could just be me. *shrug*
Harlequins_Back
QUOTE
Just one thing first, can you just use the term SR4?

Not when comparing to other games. If nWoD is the accepted title of the World of Darkness, then New Shadowrun should fit as well.

QUOTE
Highest skill was 4, (I had a few groups), a few 3s and a couple of 1s.

Much like I suggested, then. Most characters will have their skills in the 3-4 range, with maybe a smattering of 1's and 5+'s-- fewer of the interesting highs and lows that other games can provide.

QUOTE
What is this test for? Programming or something? Fastjack would also have hardware and software beyond normal availabilty, and in any case, chug ahead slowly? He is racking up the successes at nearly twice the rate as the wageslave.

It's an example-- don't read too much into it. As another example, picture Michael Jordan in his prime versus a non-scholarship college athlete. Jordan should pwn all over the collegiate-- but instead, he won't score any critical successes, on the whole. If we use the "bought successes" rule, this becomes even worse.

QUOTE
I disagree, but this largely would stem from what is percieved as where the flavour lies, and what it is, so we end up having to agree to disagree.

I can live with that. Just don't be surprised when people say that they can tell the difference. Some people say that they could play Shadowrun d20, and notice nothing different-- I disagree, although that may just be because I'm oversensitive.
Lilt
QUOTE (blakkie)
Normally perhaps, certainly in your example. But i have seen people often caution someone from assuming RAW in how the SR3 Inivisibility and Improved Invisibility spells function since it is often house ruled the minimize and/or eliminate the advantage of the Force 1 technique. Those rules weren't even specifically given as a suggestion.

It seems like a good caution to throw in when a very common alternate ruling exists that can change the weighting. But that could just be me. *shrug*

Point taken, and I'm sure I've given similar advice to people in the past, but I don't think that the argument (originally posted by Kagetenshi) is a relevant gripe as far as flaws with the SR4 system goes.

To say that Edge is too powerful given the recommended refresh rate is fine, and I might even agree with that, but to say that there's a problem because the refresh rate of edge may vary is a bit off the mark.
blakkie
QUOTE (Lilt @ Nov 15 2005, 10:51 AM)
To say that Edge is too powerful given the recommended refresh rate is fine, and I might even agree with that, but to say that there's a problem because the refresh rate of edge may vary is a bit off the mark.

Well ya, the refresh rate being variable is the solution to Edge being in or out of taste. Whether per session is too high or low depends somewhat on the type of game you want to play, and how much ground the characters cover during sessions....sessions being only a couple hours at some tables, and several hours for others.
Lilt
QUOTE (Harlequins_Back @ Nov 15 2005, 04:48 PM)
It's an example-- don't read too much into it.  As another example, picture Michael Jordan in his prime versus a non-scholarship college athlete.  Jordan should pwn all over the collegiate-- but instead, he won't score any critical successes, on the whole.  If we use the "bought successes" rule, this becomes even worse.

And who says that Michael Jordan needs to roll critical successes to pound someone into the ground? Whenever there was an opposed test to do anything, the basket ball elite would win. Joe tries to dribble past, elite is there. Elite tries to take the ball off joe, elite wins. Joe tries to take the ball back, joe fails. Elite shoots, joe fails to intercept, and elite scores.

What part of that doesn't strike you as the elite player pwning? There are no crits? Didums, perhaps try noticing that crits don't really matter.

[edit]Also, does that mean that SR3 is a poor system as Michael Jordan wouldn't score any critical successes against an average joe under that system either?[/edit]
Azralon
I prefer per-session Edge refresh just because it's one less thing to track from week to week.

But yeah, it largely depends on just how long your sessions are and how active your dice are. We do blocks of 5 hours, and some folks still cruise that without spending a single point (or possibly rolling dice at all, depending on what's going on).

I haven't seen anyone use it willy-nilly yet just because it's burning a hole in their pocket. Although when the clock gets down to the last hour of gameplay, people do start using it a bit more often. smile.gif
blakkie
Micheal Jordan is a good example of a legend that isn't composed entirely of the skill he is generally known for. The legend was a mix of a lot of skills, on and off court, and the situation he was in.

The NBA is centered on a star system, and players up the scale basically get referee 'leaway'. Roughly speaking you are allowed a 1/2 step traveling per year after 2 years in the league. Who gets assigned the foul, if any at all, in a collision is determined by a mixture of total value of endorsement contracts, whether or not you play on the Lakers, minor points to other big market team members, minuses to teams like the T-Wolves that people only watch by accident, and of course seniority. wink.gif

Ok, that's partially tongue in cheek. But if you ever watch the video of Micheal Jordan's last basket watch closely how he uses the defender as a freakin' stepladder. He was a smart player, [mostly] kept his public nose clean, and had stunning physical ability for a period. But he wasn't all that for nearly the time people think, and a lot of it was him standing on the shoulders of his teammates, and they on his.
Slacker
QUOTE (Harlequins_Back)
QUOTE
Just one thing first, can you just use the term SR4?

Not when comparing to other games. If nWoD is the accepted title of the World of Darkness, then New Shadowrun should fit as well.

In the Shadowrun community, if not the RPG community at large, the new edition is refered to as SR4. Here you are addressing that community so it would be more acceptable to use SR4.

QUOTE (Harlequins_Back)
QUOTE
Highest skill was 4, (I had a few groups), a few 3s and a couple of 1s.

Much like I suggested, then. Most characters will have their skills in the 3-4 range, with maybe a smattering of 1's and 5+'s-- fewer of the interesting highs and lows that other games can provide.

So there is less min/maxing. Are you seriously trying to claim that is a bad thing? Also, in the games I have been running the players are actually going with only a couple skills at 4 or higher and everything else at 1-2. Maybe that is abnormal, but so far that has been my experience thus far.
QUOTE (Harlequins_Back)
QUOTE
What is this test for? Programming or something? Fastjack would also have hardware and software beyond normal availabilty, and in any case, chug ahead slowly? He is racking up the successes at nearly twice the rate as the wageslave.

It's an example-- don't read too much into it. As another example, picture Michael Jordan in his prime versus a non-scholarship college athlete. Jordan should pwn all over the collegiate-- but instead, he won't score any critical successes, on the whole. If we use the "bought successes" rule, this becomes even worse.

You seem to be under the false impression that critical successes are a normal occurrence and are necessary as proof of superior ability. Its not. The book even says it should be a rare occurence. with 7 attribute and 7 skill, Jordan would beat the average collegiate every time if both were using the "bought successes" rule and most times without it. Sure if the collegiate were lucky and/or Jordan unlucky it would be possible for the collegiate to when a single test, but even the best player in the world can have a bad day and even the worst can have a lucky day.
Also, as blakkie said, it was more than just straight skill.
QUOTE (Harlequins_Back)
QUOTE
I disagree, but this largely would stem from what is percieved as where the flavour lies, and what it is, so we end up having to agree to disagree.

I can live with that. Just don't be surprised when people say that they can tell the difference. Some people say that they could play Shadowrun d20, and notice nothing different-- I disagree, although that may just be because I'm oversensitive.

The system mechanic is part of the game yes. But it is not the only part of the game. Play Shadowrun d20 would have a different feel to it because of the ill-fit of converting some concepts to that system, but it would still be recognizable as Shadowrun as long as the background was maintained. Just because SR4 has a new mechanic doesn't mean that the flavor can't be maintained.
Like you said though, its all about tastes. I can "taste" a difference but I see it as an improvement (what I'd expect with a new edition), not a completely different "taste".
Lilt
QUOTE (blakkie)
Micheal Jordan is a good example of a legend that isn't composed entirely of the skill he is generally known for. The legend was a mix of a lot of skills, on and off court, and the situation he was in.

The NBA is centered on a star system, and players up the scale basically get referee 'leaway'. Roughly speaking you are allowed a 1/2 step traveling per year after 2 years in the league. Who gets assigned the foul, if any at all, in a collision is determined by a mixture of total value of endorsement contracts, whether or not you play on the Lakers, minor points to other big market team members, minuses to teams like the T-Wolves that people only watch by accident, and of course seniority. wink.gif

Ok, that's partially tongue in cheek. But if you ever watch the video of Micheal Jordan's last basket watch closely how he uses the defender as a freakin' stepladder. He was a smart player, [mostly] kept his public nose clean, and had stunning physical ability for a period. But he wasn't all that for nearly the time people think, and a lot of it was him standing on the shoulders of his teammates, and they on his.

Yep, it looks like talking about elite versus joe is a better way to talk about this sort of thing. I think it can be safely assumed that unless a current sporting personality is an IE or spike baby elf or dwarf (could Micheal Jordan have been a spike dwarf?) then they'll have long passed their prime and joe average (who, it's noteable, is actually quite competent with skill 3) would probably have little trouble beating some of the current sports personalities in 2070.

The fact that the 'some' they'd beat are the ones that are dead by then is another matter entierly smile.gif.

Harlequins_Back
QUOTE
So there is less min/maxing. Are you seriously trying to claim that is a bad thing?

There is not less min/maxing-- there are fewer highs and lows. Min/maxing and power-munching occurs in every system, and nSR is not an exception. In fact, nSR is at least as abuseable as SR3-- given the increased importance of attributes, any boost to quickness/agility translates into more raw combat power than previously.

QUOTE
You seem to be under the false impression that critical successes are a normal occurrence and are necessary as proof of superior ability. Its not. The book even says it should be a rare occurence.

The book also says it allows PC's to "add whatever flourishing detail she likes when describing it." That's a direct quote from page 59. There's no mention about critical successes being rare-- but being "pwned" doesn't mean that the other guy pulled ahead by the skin of his teeth, or even by a comfortable margin-- it means that he pulled it off with grandiose flair. Jordan in his prime wouldn't just beat a collegate athlete, he would humiliate him. In order to score that kind of humiliation under the nSR rules, you require a critical success-- which is not at all likely to happen. Thus, the power levels are not at all accurate.

QUOTE
The system mechanic is part of the game yes. But it is not the only part of the game. Play Shadowrun d20 would have a different feel to it because of the ill-fit of converting some concepts to that system, but it would still be recognizable as Shadowrun as long as the background was maintained. Just because SR4 has a new mechanic doesn't mean that the flavor can't be maintained.
Like you said though, its all about tastes. I can "taste" a difference but I see it as an improvement (what I'd expect with a new edition), not a completely different "taste".

The setting would be recognizeable, yes. However, the game itself is not recognizeable-- this is almost what you would expect if SR3 were ported to the nWoD rules. The setting flavor can be maintained, but the game flavor cannot be-- I haven't been posting here long, and I've seen people saying they can "taste" the differences between SR1-2-3!

This is not Shadowrun, this is New Shadowrun. It's not Classic Coke, it's New Coke. You may like the new taste, or you may not. But let's not pretend that there is no difference, mmkay?
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