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Roccojr
New to the forums but not new to Shadowrun (been playing since the day 1st Edition hit the streets...). I dragged my girlfriend (now wife and mother of our three kiddies... future Shadowrunners, all!) to go get the rules the day they came out and we were playing a couple of days later.

We had a long hiatus that we're just emerging from. Our campaign is significantly behind the official timeline... we're in 2058. Dunkelzahn's death, the Mob War, the Corp War... they're all in the near future for us. I'm not sure how closely we will follow the timeline at this point but I've been pretty loyal to it in the past. Despite the hiatus, I was keeping up on the books. I even have one of those pre-ordered, leather-bound 3rd Edition rulebooks stashed away (popularly referred to as BABY, if I recall).

We played 1st Edition and then 2nd Edition when it came out. When 3rd Edition came out, we opted to stick with 2nd. Now 4th is out. My group STILL prefers 2nd Edition. We've incorporated some 3rd Edition stuff and even a few 4th Edition things so we refer to our rules as Shadowrun 2.5 when we need to differentiate but its close enough to 2nd Edition that I'm pretty sure anyone who preferred that Edition would be happy... We are!

Is anyone else out there an anachronistic, 2nd Edition hold-out?
Mr. Croup
I was for a while. I'd only got most of my SR2 books when SR3 came out and was a little miffed as i recall. So i stuck with 2nd ed until i found i preferred the SR3 rules system as it seemed to iron out a lot of old problems (whether those problems were with the system or with me i don't know, a lot has happened for me since then).

As it stands i'm still a staunch SR3 fan as, despite the new system being, in my eyes, ten times better than the lurching monster that is the SR3 system (well, once you added all the books it certainly became that, the original set wasn't all that bad), the feel of SR4 is different thanks to newer tech and an advanced timeline. That and my game is still somewhere around early 2064.

However, i'm looking a lot more towards SR4 at the moment since augmentation came out. I've been looking at doing a Transhumanist character for a while but SR3 seemed to lack that special something that would help pull it off. SR4 Augmentation book has really brought out the chance to do so with it's fine line in cosmetic cyber/bio/gene/nanoware. I'm just trying to get together with an SR4 running group at the moment, but we're having 'logistical' problems at the moment.

Sorry, got carried away a little there!
tisoz
I could go for a second edition game, but I had so much trouble finding any game it is usually the current edition. It was certainly true when SR3 came out. I've played one SR3 game since SR4 came out.

I liked the Second Edition skill groups and threat ratings. We used to give the players the option of increasing the threat level point for point with karma rewards. Anchoring was still worthwhile. There was the problem when the shaman discovered he could summon a Force 1 spirit, have it materialize in the enemies midst, and fireball them from the astral by grounding it through the spirit. I think there was even a "loophole" where the magicians did not need Sorcery above 1, because you rolled the Spell's Force + Magic Pool to cast spells.

I also liked better how some cyberware worked, like the Tactical Computer (making it worth the monetary and essence cost) and Encephalon. I do like how 3rd edition simplified Decking, I do not care for how it made Matrix combat pointless most of the time. At least there are not matrix hosts to map out.
Kyoto Kid
...played in every edition. Yeah 3rd is one of the most rules heavy and at first I didn't like the more specialised skills (for example, Firearms was broken up into four distinct weapon skills). However, I actually like the old style decking better and the fact that Riggers were a unique personality. I also like the fact that casting and summoning drain was harder to shake down and there was clear cut a distinction between Hermetics and Shamans.

However, 4th ed still has me hedging. I still am not pleased with the skill caps. I am not into the whole idea of Edge (replacing Karma pool) being a purchased Attribute. I also do not like the progression rules for awakened characters (even though I rarely if ever play a mage). Knowledge skills were nerfed. some of the basic flaws (like Phobia) were omitted. The Incompetence quality is bogus. Kinesics and Critical strike are broken. Anybody can be a hacker (even mages) Riggers were nerfed, The price of a loaf of bread is obscene, and I'm building a swimming pool and there's dirt all over the place...

...oops sorry, spiraling again. grinbig.gif
Draconis
QUOTE (Kyoto Kid)
...played in every edition. Yeah 3rd is one of the most rules heavy and at first I didn't like the more specialised skills (for example, Firearms was broken up into four distinct weapon skills). However, I actually like the old style decking better and the fact that Riggers were a unique personality. I also like the fact that casting and summoning drain was harder to shake down and there was clear cut a distinction between Hermetics and Shamans.

However, 4th ed still has me hedging. I still am not pleased with the skill caps. I am not into the whole idea of Edge (replacing Karma pool) being a purchased Attribute. I also do not like the progression rules for awakened characters (even though I rarely if ever play a mage). Knowledge skills were nerfed. some of the basic flaws (like Phobia) were omitted. The Incompetence quality is bogus. Kinesics and Critical strike are broken. Anybody can be a hacker (even mages) Riggers were nerfed, The price of a loaf of bread is obscene, and I'm building a swimming pool and there's dirt all over the place...

...oops sorry, spiraling again. grinbig.gif

Funny that earlier editions where mentioned, I was just reading some 1st ed stuff out of nostalgia.

I personally like the rules of 4th but the look and feel of the new edition it is waaay and completely off from 3rd and earlier editions. Everything has taken a backseat to rules, the fluff and the design has gone straight to hell.

KK ignore skill caps. Oh and Edge is perfectly fine as written. I've had an edge of 2 for two real life years and it's been fine. If I used old edition rules I'd have a Karma pool of about 22 and gameplay would be a joke.

Hmm progression rules for awakened chars.? What's wrong specifically? I'm just curious as I currently play a magic user.

I haven't really seen much of a difference in knowledge skills except that you get less.
Phobia was being used for cheap BPs. Incompetence is indeed bogus I can't argue with you there. I still just shrug and take them anyway. Critical strike is in no way broken, I have it and use it occasionally.

Theoretically anyone can be a hacker, in actual game play that's generally not how it turns out. If the mage starts to lean that way not only does he become a shitty mage he becomes a shitty hacker. Use logic+skill, cap success at program rating and you're good to go. }: P

So anyway....was fourth edition needed? Nope, 3rd looks and works just fine.
Until recently I liked our 3rd ed campaign better, was thinking about reviving it.
But Augmentation just came out which was a badly needed shot in the arm for the new edition.

Btw I played a reluctant Transhumanist in 3rd ed. So it was possible. It is indeed easier now in 4th. That previous character is mentioned obliquely in Augmentation which gives me warm fuzzies. smile.gif
Wounded Ronin
I want to try 1st edition.
tisoz
QUOTE (Wounded Ronin)
I want to try 1st edition.

Sure you do.

Either players preferring 1st edition are very quiet, or they just do not exist. I can not recall ever hearing anyone stating a 1st edition preference.
Kagetenshi
QUOTE (Draconis)
If I used old edition rules I'd have a Karma pool of about 22 and gameplay would be a joke.

Not as much a joke as you think—you get twenty-one free passes on failure on low-TN tests, but high-TN tests will still be problematic, while high-TN tests you need multiple successes on will still eat you for lunch. For example, hitting a TN of 18 with 6 dice is a ~2.75% chance, while doing so with 36 dice (oversimplified, but good enough for a test where you only need one success) gives you a ~15.38% chance. Powerful, but not wildly so, and it costs all but one of your KP. For something like soaking a one-success Ranger Arms shot with five points of armor and six soak dice (TN 9, 7 successes needed to fully soak), you have (assuming 6 dice plus 6 rerolls equals 36 dice, which inflates your actual chance of success meaningfully compared to how it actually works but I'm too tired right now to do it properly) a ~9.82% chance of doing it successfully.

Really, the most overtly powerful part of a large karma pool (as opposed to simple relative immunity to bad rolls on low-TN tests) is due to the fact that dodge tests generally have low TNs. Three- or six-round bursts can bleed off that KP very quickly—it's only the weird damage codes that encourage Heavy Pistols that makes that seem like such a big deal.

~J
Draconis
QUOTE (Kagetenshi @ Aug 30 2007, 11:17 PM)
QUOTE (Draconis @ Aug 30 2007, 05:28 PM)
If I used old edition rules I'd have a Karma pool of about 22 and gameplay would be a joke.

Not as much a joke as you think—you get twenty-one free passes on failure on low-TN tests, but high-TN tests will still be problematic, while high-TN tests you need multiple successes on will still eat you for lunch. For example, hitting a TN of 18 with 6 dice is a ~2.75% chance, while doing so with 36 dice (oversimplified, but good enough for a test where you only need one success) gives you a ~15.38% chance. Powerful, but not wildly so, and it costs all but one of your KP. For something like soaking a one-success Ranger Arms shot with five points of armor and six soak dice (TN 9, 7 successes needed to fully soak), you have (assuming 6 dice plus 6 rerolls equals 36 dice, which inflates your actual chance of success meaningfully compared to how it actually works but I'm too tired right now to do it properly) a ~9.82% chance of doing it successfully.

Really, the most overtly powerful part of a large karma pool (as opposed to simple relative immunity to bad rolls on low-TN tests) is due to the fact that dodge tests generally have low TNs. Three- or six-round bursts can bleed off that KP very quickly—it's only the weird damage codes that encourage Heavy Pistols that makes that seem like such a big deal.

~J

Ack he's throwing math at me, it burns us. Hang on what was my Karma pool.....hmm only 7 at the time seems odd for 103 karma. Oh ya I think I bought successes a few times to save my tail.

What about offense as well as defense? Still, remember I did prefer 3rd edition, it was much more cinematic.
Kyoto Kid
QUOTE (Draconis)
Hmm progression rules for awakened chars.? What's wrong specifically? I'm just curious as I currently play a magic user.

...mainly the Karma cost having to both initiate and increase MA. I find this even more hindering to Adepts (which are the only awakened characters I like) in that both are necessary to expand your power repertoire. Mages on the other hand can learn/create more spells, as well as use foci and spirits to augment themselves without necessarily having to initiate or increase MA.

QUOTE
Critical strike is in no way broken, I have it and use it occasionally.

...I also have several characters with the power. I feel I pretty much said my peace on this in the Adepts thread. I just have issues with a 1 Strength character being able to knock someone into next week.

QUOTE
Use logic+skill, cap success at program rating and you're good to go.

...our group has adopted this rule.

QUOTE
So anyway....was fourth edition needed? Nope, 3rd looks and works just fine.
Until recently I liked our 3rd ed campaign better, was thinking about reviving it.

...I feel the same way. I have revived my 3rd ed campaign titled Rhapsody in Shadow since I have a new group of players.
Draconis
QUOTE (Kyoto Kid)
QUOTE (Draconis)
Hmm progression rules for awakened chars.? What's wrong specifically? I'm just curious as I currently play a magic user.

...mainly the Karma cost having to both initiate and increase MA. I find this even more hindering to Adepts (which are the only awakened characters I like) in that both are necessary to expand your power repertoire. Mages on the other hand can learn/create more spells, as well as use foci and spirits to augment themselves without necessarily having to initiate or increase MA.

QUOTE
Critical strike is in no way broken, I have it and use it occasionally.

...I also have several characters with the power. I feel I pretty much said my peace on this in the Adepts thread. I just have issues with a 1 Strength character being able to knock someone into next week.

QUOTE
Use logic+skill, cap success at program rating and you're good to go.

...our group has adopted this rule.

QUOTE
So anyway....was fourth edition needed? Nope, 3rd looks and works just fine.
Until recently I liked our 3rd ed campaign better, was thinking about reviving it.

...I feel the same way. I have revived my 3rd ed campaign titled Rhapsody in Shadow since I have a new group of players.

Ya I know having to house rule everything is a pain. Frank's are excellent though. Come to think of it I must admit I've been using them for so long I forget what the printed rules actually are instead of what they're supposed to be. Maybe a revised edition is in order? Everyone else does it, heh.

For example, with us Initiation does increase your MA. I wouldn't have it any other way.

Uh you do realize critical strike is a magical ability? But ya tangent alert.

Every group should adopt that rule because it makes sense. How the hell the actual rule got printed is beyond me. I think it was a rush job.

Of course it could be worse, just have to look at a certain other line of RPGs to see what happens when English majors do something mathematical. grinbig.gif
Kyoto Kid
QUOTE (Draconis)
Uh you do realize critical strike is a magical ability?

...yeah, had to dodge a lot of plascrete bricks thrown my way on the other thread over this. For the sake of argument though, so is the Improved Ability power, however, that is capped by 1/2 skill rating. Just seems like a nagging little inconsistency to me.

QUOTE
But ya tangent alert.

...agreed.
Roccojr
QUOTE (tisoz)
QUOTE (Wounded Ronin @ Aug 30 2007, 06:32 PM)
I want to try 1st edition.

Sure you do.

Either players preferring 1st edition are very quiet, or they just do not exist. I can not recall ever hearing anyone stating a 1st edition preference.

I remember a few.. but it was in ancient times (back when SR2 was brandy new). The variable staging (damage codes might be something like 4M3 or 6L4 meaning it staged up or down with every THREE or FOUR successes, respectively, instead of the standardized two that they used in 2nd and 3rd editions) was apparently popular with some people... though I'm not sure why.

I still keep and refer to my 1st Edition book, though. Actually, I refer to my 3rd Edition book, too. 3rd Edition does some REALLY good explaining of things. Just as a simple example, 3rd Edition explains the 4 major components to a smartlink. 1st and 2nd don't really. It goes a long way to explaining the cool looking eyepiece targeting devices you see characters wearing in SR art... or why some people wire themselves into weapons when a smartlink includes an induction pad.

-Jim
Platinum
I am a staunch and vocal 2nd edition hold out. I can complain all day about the things that I don't like about third edition, and won't even bother with fourth.

Each edition has a few loop holes, it's the nature of enterprising players to take things to the extreme, but a smart gm would just start turning the tables around on the players when they start pulling the "astral grounding through spirits tactics" or whatever exploit applied.

1st edition was good ... but it took all day if you were using full auto because you rolled for every bullet.

They changed the damage staging to standardize damage codes so things would go quicker. All it wound doing was making every shadowrunner carry a heavy pistol.

I really loved the effect speed had on characters in 2nd edition, and how everyone was such a specialist. It was a gritty, dirty and deadly edition. I still pine to play it.
Also if you were an expert in rifles ... you could actually pick up and fire another gun, instead of not having any kind of ability like third. The only downside was how mages had to learn a different spell for each damage level for combat spells.

Sr3r has some really great ideas that they are incorporating into their project. Some small changes to decking etc, that are worth plucking out and inserting into your game.

I liked the old way of decking, but VR2 really streamlined it and sped it up which is what 95% of the parties needed out there. Unfortunately most people were too lazy or could not figure how to properly integrate a decker into a party to make it worth while having a PC decker instead of a NPC. They say they fixed this in fourth, but I don't like how it works at all.

TheMadDutchman
I started back in SR2. I really enjoyed it. I moved on to 3 when it came out and I liked it too.

That being said I pledge total and undying allegiance to SR4. Seriously, my thing is that I hate rules. In a lot of games that I've been in I'm the Gm in more than 1/2 of them and I never bother to learn complex rules. I favor SR4 because everything's a lot more streamlined than previous editions. Also, I love the fact that the matrix finally went wireless. It was getting to the point where my cell phone was more high-tech than anything in Shadowrun.

The rules for SR4 have so far been quicker and, to me, much more intuitive than rules in other editions.

Now, if a friend said "Hey, you wanna play some SR2 or SR3" I'd say yes; because I enjoyed the games but I won't run them. That being said if someone wanted to run a game of advanced second edition of some other game; I'd say no.
Kagetenshi
QUOTE (TheMadDutchman)
That being said I pledge total and undying allegiance to SR4. Seriously, my thing is that I hate rules.

Serious question: then why do you buy them?

~J
Kyoto Kid
...I for one like Decking over Hacking I like having to get your butts into a facility or tapping a commline to surf a corp's matrix.

I liked it when Dynamo Jo could go into a stuffer shack and pay for a bag of Orc Rinds and a 6 pack of Spud Lite & leave no datatrail behind. I liked the fact that her Cyber implants did what she wanted them to and not what some snot nosed kid hacker thinks they should do. I like the fact that she really was indeed "the best pilot you ever saw" and not just like "every other best pilot you ever saw"

I like the concept of the "Million nuyen.gif Sammy". The "A-Rod" Quarter Million nuyen.gif version just doesn't have the same ring to it.

I have run both systems and overall, I actually prefer dealing with the more "complex" rules of SRIII as a GM over the homogenisation of character archetypes in SR4. In my campaigns, Deckers still reign supreme in the matrix, not Sammys, Adepts, or Mages. Riggers are kings of the roads, skies, & seas, not Sammys, Adepts, or Mages (well, unless they levitate & use the appropriate spirit or elemental to move them along).
Tanka
2nd Ed player here. I'm familiar with the 3rd Ed rules, but my core SR group is 2nd Ed through-and-through.

(OK, OK, we use some 3rd Ed rules and material. But the timeline and most of the rules are all 2nd Ed.)
Link
QUOTE (tisoz)
QUOTE (Wounded Ronin @ Aug 30 2007, 06:32 PM)
I want to try 1st edition.

Sure you do.

Either players preferring 1st edition are very quiet, or they just do not exist. I can not recall ever hearing anyone stating a 1st edition preference.

Bravo Ronin.

The only edition I don't prefer is 4th ;)
1st and 2nd are quite similar, the later books like VR2 and Rigger 2 wrought more significant change. 1st ed. was only around for a few years and in the days when a new edition seemed like an improvement I assume most players moved to 2nd.
That said, some of my favourite books, like Shadowtech and Shadowbeat, are from 1st ed.
TheMadDutchman
QUOTE (Kagetenshi)
QUOTE (TheMadDutchman @ Sep 3 2007, 01:54 PM)
That being said I pledge total and undying allegiance to SR4. Seriously, my thing is that I hate rules.

Serious question: then why do you buy them?

~J

Because as I much as I hate rules I recognize their necessity in a communal storytelling environment.

Without rules we're just playing make-believe and when you're playing make believe it's only a matter of time before someone make believes that their character is invincible or unkillable or however they want it to sound.

This takes me back to when I was a kid and me, my older brother, and our friends (grammatically incorrect on purpose) would play G.I. Joes. We'd all be having fun our armies and strike forces attacking and engaging our enemies and there'd be an almost casual tradeoff of casualties- this Repeater kills the alley viper; Destro kills Tunne Rat; Duke takes down the range viper. Everything would be great until someone- usually my brother- brought out Snake-Eyes. Snake-Eyes, the mute ninja commando. He couldn't be hit, he couldn't be killed, and he was most certainly in the Arashikage killing trance (See G.I. Joe A Real American Heroe by Marvel Comics issues in the early 100s). The best you could hope for was that you had a Snake-Eyes of your own. That way the two of them could duel for ever.

I hate rules but they serve a purpose. If there had been rules to those battles- dice and statistics, such as there are in roleplaying games, than at least there was a chance someone else could have defeated Snake-eyes. He could have glitched and dropped his sword, his uzi could have run out of ammo. On a roll of the dice he could have just missed opening the way for Storm Shadow or Firefly to take him down.


Now yes, rules aren't perfect. I've seen a lot of characters for a lot of games become pretty damn near indestructible but with the rules you can at least see how it's done.
Platinum
Sounds like you should look up amber. It's a diceless system that depends heavily on storytelling.
DuckEggBlue Omega
I started playing with 3e and I like it, even if there are some really weird situation specific rules (Matrix searches done using etiquette? Buying gear uses Intelligence for TN but fencing using Willpower, with both using a Charsima linked skill?) I like the core mechanics.

I do like SOME things about 4e, even the fixed TNs are growing on me (they're easier for a GM to fudge - saying 'yeah that's enough successes' is alot easier than having to check how well each individual dice rolled) but one thing I absolutely loathe is adding attributes to skill tests. It plays into the GURPSian philosophy of natural ability trumping hard earned skills everytime, it leaves a bitter taste in my mouth.
Kagetenshi
QUOTE (TheMadDutchman)
Because as I much as I hate rules I recognize their necessity in a communal storytelling environment.

Without rules we're just playing make-believe and when you're playing make believe it's only a matter of time before someone make believes that their character is invincible or unkillable or however they want it to sound.

You really should check out Amber Diceless. You don't need a bunch of mathematically unsound rules to give structure to communal storytelling.

~J
Mercer
Actually, there's a lot of indie games out there that are worth checking out. Universalis, PrimeTime Adventures, and Dogs in the Vineyard. Just off the top of my head.

I started playing with SR2, and my group switched over to SR3 when it came out. In terms of rule-specifics, its a little hard to judge, but some of the best games of my life were SR2. That had a little to do with the system and a lot more to do with where I was in life-- right out of high school, working and going to school part time, no real responsibilities and nowhere to be early in the morning. Its hard to recapture that magic.

I liked SR3. It wasn't too terribly different from 2ed and there's always that bit where a new system will "fix" everything I liked and leave alone the stuff I don't like (*cough* vehicle combat *cough*). But 3ed had enough going for it to win my heart. I preferred 2ed Initiative-- and my main 2ed character was a private detective that started his career at 5+1d6 and ended it 400 karma and millions of nuyen later at 7+1d6-- but 3ed was more balanced.

SR4 is what I play now, because that's what people play. It's not a bad system, and I have a lot of fun playing it. I don't know it as well as a knew 2 or 3 (in fact, its been so long since I've played them that I don't know 2 and 3 that well anymore), but I'm learning.

I've also lost my grail-like obsession with finding "the perfect system". There used to be this feeling that if the rules were absolutely perfect, the games would rock. My current theory is that what makes games rock is far more ephemeral than what can be found in the text. All I'm really looking for these days in a ruleset is that it doesn't actively get in the way.
Blade
I'm not here to say that SR4 is the best, I have my own gripes with some of the new rules, but I'm really surprised by some criticisms:

QUOTE ("Kyoto Kid")
...I for one like Decking over Hacking  I like having to get your butts into a facility or tapping a commline to surf a corp's matrix. 

Nothing new in 4th ed. If the facility's Matrix connection is cut off the Matrix grid, then you have to get there.

QUOTE ("Kyoto Kid")
I liked it when Dynamo Jo could go into a stuffer shack and pay for a bag of Orc Rinds and a 6 pack of Spud Lite & leave no datatrail behind.

Nothing new in 4th ed, if you pay cash (if the shop still accepts it), or use a certified credstick, or even with a transaction commlink to commlink (anonymous according to some fluff).
Of course, the presence of your commlink inside the stuffer shack might leave a trace in the shop's log, just like your credstick did in SR3 (as written in the SSG).

QUOTE ("Kyoto Kid")
I liked the fact that her Cyber implants did what she wanted them to and not what some snot nosed kid hacker thinks they should do.

Some snot nosed kid hacker who is less than 3m from her and can hack on the fly a node with a threshold of 10, in the middle of a fight (so I guess that hotsim VR is out of question)

QUOTE ("Kyoto Kid")
I like the fact that she really was indeed "the best pilot you ever saw" and not just like "every other best pilot you ever saw"

I don't get this one: in 3rd ed, anyone could max out a skill without spending that much BP. You wanted to create the best pilot, and you ended up with the same skill rating (6) as the Sammy who just wanted to be good at driving and had a few BP left.
In 4th ed, you have to pay an insane amount of BP to max out Reaction (with exceptional attribute) and driving skill (with aptitude), and I don't think that every player will do it.

QUOTE ("Kyoto Kid")
Deckers still reign supreme in the matrix, not Sammys, Adepts, or Mages.

Nothing prevented a mage/adept in 3rd ed to have a datajack (and a Geas to keep his magic), a decent cyberdeck and decent hacking skills... even at chargen. I've seen some examples of that.
Kagetenshi
QUOTE (Blade @ Sep 5 2007, 03:05 AM)
I don't get this one: in 3rd ed, anyone could max out a skill without spending that much BP.

Reread SR3. You can max out a skill to what is allowable at chargen for between 6 and 11 build points. To max out the skill post-chargen requires infinite karma, what with that whole lack of a cap and all—in SR4, there's nowhere to go.
QUOTE
othing prevented a mage/adept in 3rd ed to have a datajack (and a Geas to keep his magic), a decent cyberdeck and decent hacking skills... even at chargen.

Yes, actually—the 25 or 30 build points they had to spend on being a mage made it very difficult for them to have a decent cyberdeck, decent decking skills, and decent magic skill, and if they cram it in they'll still be behind unless they drop the Essence and cash on an encephalon and math SPU. You can be pretty good by getting the basics at chargen, and picking up a deck/programming your utilities afterwards, but doing it all at chargen is indeed decently tricky unless you're willing to accept doing some of it poorly.

~J
Blade
Yes you're right about the skill caps (I forgot them because I houseruled skill caps). Still, it was really hard to create a character that was an expert in an area, compared to other characters.
Granted in SR4 if you create one, it'll be hard to push him any further (but it's possible with various augmentations/power/spells)... But such a character won't see a lot of people matching his level of expertise.

And for the decker/mage it's exactly the same way in SR4. At chargen a hacker/mage won't be as good as a full blown hacker or a full blown mage.
Kagetenshi
SR4 doesn't actually work without the skill caps, so the houserule isn't much of a fix (what with characters getting Immunity to Normal Modifiers at high diepools that are normally prevented only by the caps and the cap on modifiers which is made absolute by the caps—SR3 suffers the same fate with high-initiate-grade Centering, but even Riggers can't muster even close to the same level of modifier-ignoring). For SR3, there are a number of areas where you can make experts, but that's due to the existence of expensive gear or edges that a non-specialist wouldn't take—the ability to be great does indeed come after chargen. However, it does eventually come, rather than being impossible.

~J
Ol' Scratch
Every edition I've avidly played (started near the end of 1st Edition but didn't really get into Shadowrun until 2nd Edition was almost over), I've pretty much put together an extensive list of house rules due to major inconsistancies, oddities, or what I just felt were flat-out stupid rules. My biggest notebook, naturally, has been for SR3 -- and while it's packed away in a box at the moment, it was well over 30 pages long at last count. So far, my notebook for SR4 is only 4 pages long. While I know my views aren't really all that popular, I still think that says quite a bit about SR4.

That said, there's a lot of things I don't like about the core mechanics in SR4. I really dislike the new mechanic. Yes, it's more consistent and less difficult to explain to a new player, but the old system (despite its flaws) was more robust, fun, and versatile. This system you basically have two options which amount to the same thing; add/remove dice, or add a threshold (basically counting as 3 dice at once). The older system let you control the target numbers, the thresholds, and how many dice you could throw, each having their own unique impact on your overall odds. That was just a ton more useful as a GM and a ton more unpredictable which, for me, equates to fun.

But, yeah, in the end my point is that as far as SR4 goes as written, it's a big step towards being less in need of house rules than previous editions were. Some of it seems pretty weird at first, but if you play within the constraints of typical characters (as opposed to creating outrageous examples or munchkin characters to "prove a point"), it works fairly well.

On one hand that's a good thing (solid, consistant rules), on another it's a bad thing (less room to move beyond the standard street/medium-level of play), and on your third alien arm it's a horrible thing (completely broken if and when you do move beyond a certain level of play, which the game permits).

Since my preferred playstyle revolves around more street-level, underworldy and magic-oriented emphases, SR4 isn't too bad of a system. I miss the diversity each subgroup (magic, hacking, rigging, combat) had in the older systems, but the consistency is nice, too.
Blade
QUOTE (Kagetenshi)
SR4 doesn't actually work without the skill caps, so the houserule isn't much of a fix (what with characters getting Immunity to Normal Modifiers at high diepools that are normally prevented only by the caps and the cap on modifiers which is made absolute by the caps—SR3 suffers the same fate with high-initiate-grade Centering, but even Riggers can't muster even close to the same level of modifier-ignoring). For SR3, there are a number of areas where you can make experts, but that's due to the existence of expensive gear or edges that a non-specialist wouldn't take—the ability to be great does indeed come after chargen. However, it does eventually come, rather than being impossible.

~J

I meant I houseruled skill caps in SR3 (because I didn't see the point in accepting characters naturally better than what was supposed to be the best (rating cool.gif) so I'm fine with skill caps in SR4 wink.gif.
Kyoto Kid
...@Kagetenshi thanks for the reply on my points about skills and Awakened characters being deckers/riggers. Pretty much ths same thoughts I have.

As to the commlink thing. It depends on who is running. GMs for the most part in the games I've played in make every purchase (even the at corner SS) a commlink purchase. So yes, Dynamo would have needed to do an electronic transaction for her Orc Rinds & beer and get a hacker to cover her trail.

As to having internal systems hacked, any crowded area will work. It doesn't have to be in combat. Heck a TM can slip a sprite into your ware, or a "Matrix Specialist" can do the same with an agent & then simply walk away.
FrankTrollman
The core divergency in every edition seems to be the Matrix rules.

4th edition is no exception, and I no longer have faith that Unwired will stave that off. I predict at least seven major distinct Matrix systems used by Shadowrun players.

-Frank
Kagetenshi
QUOTE (Blade)
I meant I houseruled skill caps in SR3 (because I didn't see the point in accepting characters naturally better than what was supposed to be the best (rating cool.gif) so I'm fine with skill caps in SR4 wink.gif.

I'll have to wait for references, but I'm pretty sure 8 is "world-class", not "the best". The numbers of PCs with skills like that get kept down naturally by the cost--assuming an attribute of 8 or better (which is pretty high for stats other than Body and Strength) it takes 22 karma to get from 6 to 8, and 30 build points to get from 0 to 6 if you didn't do it at chargen. 22 karma can get you an attribute at 7 and a skill at 1 or a skill at 5 and a skill at 1 or a bunch of other stuff that's frequently more valuable than a skill of 8.

Basically, I'm incredulous that you chose to actually introduce skill caps even when the system doesn't break without them.

~J
Blade
Granted 8 is not "the best" but "one of the best" and it was not a system issue, more of a consistency issue.

I had trouble envisionning runners being as good as people dedicating their lives to something. Even if they are top-rate criminals, they still can't afford to focus on a single skill and even if they do, it'd be hard for them to do it as well as a world-class celebrity who'll be in the perfect environment to dedicate himself to his art.
So, even if I allowed it, I was already reluctant to let players reach the 8th skill rating (naturally at least, magic and tech are here to push the limits).

And I didn't want to see it further, because then It'd lead to totally ridiculous characters. I mean, when a player has a natural rating of 15 in a skill (I've seen it), it doesn't make much sense (at least to me).
Kagetenshi
Right, but the question is, what does it really get you? Three successes on a TN 6 test with 15 dice is still under 50% likely, for example. Single successes are likely pretty far up the TN scale (there's a catastrophic drop from ~57% chance at TN 11 to ~34% at TN 12), but relatively few tests in Shadowrun give big payoffs in for single successes. Besides, Adepts can roll twelve dice before pool out of chargen (15 or 18 if you use ambidex), which sorta weakens the argument against skills getting anywhere near that high.

~J
Blade
As I told you, it's not a rules problem. It's just a fluff problem.
tisoz
QUOTE (Blade)
I had trouble envisionning runners being as good as people dedicating their lives to something. Even if they are top-rate criminals, they still can't afford to focus on a single skill and even if they do, it'd be hard for them to do it as well as a world-class celebrity who'll be in the perfect environment to dedicate himself to his art.

What a snobbish, elitist attitude!

I would have to differ and say I would sooner bet on the poor wretch who has to daily rely on his skills in order to survive. Whether it be some fragger in the barrens or Tarzan, King of the fraggin' Jungle. Not some fancy pants pansy showing off at the country club, or performing for ribbons and trophies.
Pendaric
SR3 is a lurching old monstrous chimera of a rule system. Just about everything I would do to improve it has been done in SR4.
The system is cleaner and simpler, making it more accessable and user friendly.
However SR3 for all its faults, now that I have put in the effort ot learn, is more evocative and still interesting. The biggist reason however for me to stick to SR3 is my current game. The second is all the books are out so its as balanced as is going to be. I know the loop holes and the flaws.
Till Unwired comes out am just not interested in SR4.
Blade
QUOTE (tisoz)
I would have to differ and say I would sooner bet on the poor wretch who has to daily rely on his skills in order to survive. Whether it be some fragger in the barrens or Tarzan, King of the fraggin' Jungle. Not some fancy pants pansy showing off at the country club, or performing for ribbons and trophies.

The poor wretch will probably be better than the man on the street because he needs that much to survive, but he doesn't need to be an olympic champion and he can't spend all his time training the same skill.

Besides, I didn't want to have players getting a lot of skills with a natural rating of a world-class champion withtout these skills being that important to them.
Platinum
Dude... it's a game .... not real life. If someone is going to pump that much karma and money into their character why not let them become the best. They can't be the best at everything. If you look at special forces soldiers or astronauts, they are brilliant people that are very very good at many things and world class at a few.
Herald of Verjigorm
I have two problems with skill caps.

1) It removes both the "I can always get better" and "There's always someone better" possibilities.

2) Why does a fluff issue nee a houserule?
Kagetenshi
Fluff and rules need to reflect each other. I don't agree that there's a conflict here, but where they conflict, one needs to change to match the other.

~J
Herald of Verjigorm
If the rules work as written, and the fluff doesn't, why is he changing the rules?

Easier to redefine those two pages that most people never even read when making characters.
Kyoto Kid
...when Leela was still a PC, invested nearly 90 Karma into her performance related skills an attributes. At the time of her retirement she had:

Keyboard Performance: Spec. Piano of 15
Keyboard Performance: Spec. Harpsichord of 12
Keyboard performance: General 9
A number of knowledge skills in the following areas
...Music Literature: Spec. Keyboard music
...Improvisation and composition
...Music History
...Classical Composers: Spec. Josef Haydn, Frederic Chopin, Claude Debussy

Natural Charisma OF 8 (we were using the Shadowbeat performance rules)

The funny thing is as "fluff" as this sounds it did come into play on several occasions and was setting her up for when she would retire and become an NPC for an upcoming campaign of mine.

...however, give her a 5 kilos of C-12, a couple radio detonator's, & her GyroJet & she could still be a very dangerous and cunning little runner being that she cut her teeth on the shadows of Occupied Zagreb.
Enigma
I have no time at all for SR4. Skill caps were pretty much all anyone had to say to me to put me off this system, and the system is written in such a way to make it near impossible to house-rule the skill caps away. My style of gaming is characters striving through experience to reach an elite level. Danger comes from going up against professionals and the highly skilled, and the adrenaline comes from coming out on top. I don't like that you quickly reach the limit of skill levels, and thereafter you really are getting no better.

I always very much liked SR3. I think the new fixed 'target number' system in SR4 is stupid. If I wanted to play White Wolf games, I would have. The SR3 system was good as a GM specifically because it allowed for variation in target numbers and far, far more fine tuning of tasks. I dislike the SR4 system to the point that I cannot see myself ever running it.

SR3 had a huge amount of rules, but I for one liked them so much that I learnt them. Of course there were things I didn't like or use much, but compared to other games these were trivial things. I never liked the SR3 open test for stealth and interrogation and I had kept some SR2 things in that regard, and I have never used the SR3 Vehicle Combat rules because I run vehicle combat a different way, but apart from that I use all of SR3, in all of its glory.

I always had a feeling that SR2 favoured street samurai types too much. I think this was related to the sheer amount of 'ware you could cram into a person, and also the megolythic Firearms skill covering everything that has bullets, essentially. SR3 favours magicians more, and I'm OK with that. I far prefer Man and Machine's approach to ware to Shadowtech, Cybertech and so on, but all of those books have the edge over the waste of space that was Augmentation.

When SR3 came out I converted almost immediately, and I think the thing that drew me in was the new skills. I hear whining a fair bit from the people I game with about the split firearms skill, but no-one has yet convinced me it didn't make the game more interesting, and more balanced.

I have bought SR1 books because of how much I was in to SR2 and SR3. Never actually played it. Based on the SR1 adventures I have, I would have thought it was a game with a very different flavour to SR2 and SR3, but I don't know from experience.
Link
QUOTE (Enigma)
I have bought SR1 books because of how much I was in to SR2 and SR3. Never actually played it. Based on the SR1 adventures I have, I would have thought it was a game with a very different flavour to SR2 and SR3, but I don't know from experience.

Money well spent. SR1 is not much different to 2 in play; magic and matrix are much the same and ranged and melee have perhaps lower instant lethality (less so if using RBB). SR1 also had more glam metal rock.
Enigma
I have a mate that I game with that has a theory - every SR1 published adventure is media-related (media being defined to include rocking out/the music industry). Either you're protecting a rocker, or extracting one, or involved with the media or something. I think the theory falls down with Harlequin, but other than that I haven't been able to shoot holes in this theory.
tisoz
QUOTE (Enigma @ Sep 7 2007, 03:09 AM)
I have a mate that I game with that has a theory - every SR1 published adventure is media-related (media being defined to include rocking out/the music industry).  Either you're protecting a rocker, or extracting one, or involved with the media or something.  I think the theory falls down with Harlequin, but other than that I haven't been able to shoot holes in this theory.

Silver Angel - Dancer (run involved stealing a data file)
Mercurial - Singer (bodyguard job)
Dream Chipper - Hollywood Simsense Entertainment (Junior got shafted! Recover stolen persona chips)
Harlequin - Book Manuscript (it's a medium) (Section one was tealing a manuscript)
DNA/DOA - ? (Aztechnology, Humanis, gene splicing, and the ork underground)
Queen Euphoria - Sim Starlet (Kidnapping then retrieval)
Bottled Demon - ? (Corrupt focus, elves, dragons, what else could ya ask for)
Universal Brotherhood - Reporter (Bugs)
Ivy & Chrome - ? (Gangers, schoolgirls, and sacrificial magic)
Dark Angel - Music (Yakuza)
Native American Nations II - ? (Ecoterrorists, ferry of doom showdown)
Dragon Hunt - Dragon that wants to access media? (Dragon with a missing memory)
Native American Nations - Council Island Tribal Counsel event (Ecoterrorist, Council Island showdown)
Total Eclipse - Band (Evil shaman, evil spirit, werewolf, banshee and ghouls)
One Stage Before - Band, Jetblack
A Killing Glare - Urban Brawl
Fortune
Going solely off my aging and senile memory from years ago ...

One of the NANs had a Toxic Shaman at the Kingdome (or equivalent) during some kind of public event or other (sports or music).

I think Ivy and Chrome was about a teenage private school girl and her ganger boyfriend.

UB had the media all over it, and even had an introduction by an investigative reporter, IIRC.

DNA/DOA was a dungeon crawl, but I can't recall any appropriate connections right now.

Bottled Demon was a semi-Bad focus and a Tir assassin and a dragon or two all rolled into one unholy package.
tisoz
I was just listing the media related aspect.

QUOTE (Fortune @ Sep 7 2007, 04:26 AM)
Going solely off my aging and senile memory from years ago ...

One of the NANs had a Toxic Shaman at the Kingdome (or equivalent) during some kind of public event or other (sports or music).

Council Island during a NAN meeting.
QUOTE
I think Ivy and Chrome was about a teenage private school girl and her ganger boyfriend.

Right.
QUOTE
UB had the media all over it, and even had an introduction by an investigative reporter, IIRC.

Didn't think about the reporter.
QUOTE
DNA/DOA was a dungeon crawl, but I can't recall any appropriate connections right now.

Aztechnology, gene splicing, humanis and the ork underground.
QUOTE
Bottled Demon was a semi-Bad focus and a Tir assassin and a dragon or two all rolled into one unholy package.

But a media connection?
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