QUOTE (masterofm @ Oct 18 2008, 11:58 PM)

Let me break this down as a response to what you said Synner.
Synner the problem I see with the skillwires expert system is that edge is allowed to be used on a test where it initially wasn't. It made skillwires more of a hit and miss kind of thing which then allowed for more of a risk factor involved using skillwires. The cost of said softs to get them at rank 4 were a lot cheaper then actually spending the karma for it. Now since skillwire expert system bypasses this, skillwires combined with the expert system is the win for anyone who wants to pay next to nothing in (BP or

) + some essence to get a whole ton of skills at rank 4 thus saving you quite a lot of karma. Then combine that with oh say an obvious cyber hand with Neocortical r3 nanites. All of the sudden if you combine that with skillwires or knowsofts you can gain a 7 in all logic based skills when you would normally have a 0. What gets me is that it seems like most books are created w/o taking into account the rest of the SR4 books. If you start mixing things with arsenal and augmentation you can pull out the twink while still being totally legit. All I mean is that if you look at some of the books individually they are nice, but when you start combining them you wonder how much thought was given to what the other previous books had in them.
Generally speaking such issues come up in playtesting and are judged on the basis of whether or not they'll fundamentally change gameplay. The skillsofts were discussed extensively and no one had a problem with the build you present - it is expensive but its viable. Though possible, is that dicepool a gamebreaker? I don't think so. Of the dozens of builds field on places like DSF how often does it come up? Authors have all prior books available to them and the lead developer on each project is responsible for ensuring compatibility.
QUOTE
Yes the fact that combat has always been a problem in the SR world and the fact that people steal the spotlight. This is a problem. However it would have helped if the whole thing was more streamlined then it has been already. When astral combat goes down and my character doesn't have anything to really do until that is finished almost makes me want to groan.
My point was/remains that this is a result of Shadowrun's "three plane paradigm" and not a mechanical issue. This would happened in all three previous editions of Shadowrun and will continue to happen since we will not be melding the three "planes" further than they already are. That said, there are numerous ways for GMs to keep players from feeling excluded when such situations occur, it just takes a little extra planning and organization.
QUOTE
Yet at the same time if I'm not in the thick of it I don't see why my character should be involved... yet this means that when this type of combat breaks down I have to sit on my hands for thirty minutes to an hour before combat is resolved.... let me say that again 30 mintues to 1 hour if not more sometimes. For instance last session I spent a good part of 2-3 hours saying how well I hold my action.
If astral combat or Matrix combat with a single character in your group is taking 30 minutes to resolve (even 15 minutes) something is wrong. Particularly astral combat tends to be a one-on-one affair (or otherwise involves a magician calling on Spellcasting to level the field.) Furthermore the absence of maneuvers in astral combat make its much more linear and faster to resolve than other types of combat. In fact the only occasion I've encountered where astral combat extended beyond a couple of turns (and 15 minutes) was when a character tripped upon a patrol of hybrid form ants and a true form warrior ant.
QUOTE
Crazy intense combat the GM switches over to the mundane or adept not involved in the astral combat "What do you do!? WHAT DO YOU DO MAN!"
Player: "Well since I already have set up my stuff which took less then 5 minutes of spotlight I hold action until instructed to blow the facility."
30 minutes later the GM whips back to the player "Man the action is really intense what do you do?"
Player: "Since I can't participate in all this I still hold my action." If a GM decides to throw a challenge the players way because they have had enough action it is very obvious that they are being thrown a bone, and if the player just wanted to set up a perfect situation and doesn't want to suddenly enter combat as well or have all of their work discovered in three to twelve seconds... well you catch my drift. It just makes it hard to GM when you try to give every single player something to do w/o screwing them. If combat is streamlined and only takes 5-10 minutes then it's not hard for players to get back in on the action, but if astral combat or hacking takes forever then it leaves the rest of the players in the dust or going to get pizza or food for the group (which I have already done on one or two occasions.)
I reiterate my point above. This particular "problem" has little specifically to do with SR4 and is common to all prior incarnations of
Shadowrun and derives from the three plane paradigm. Hacking should typically take a little longer than astral combat to resolve but unlike previous editions SR4 hackers can actually contribute to combat without pulling out a gun. How much this slows down play (or not) depends on your familiarity with the Hacking mechanics but the "three plane problem" is definitely abated.
Despite Cain's misguided assumption that for some reason hackers legwork takes more time than other characters this simply isn't true - not when anyone on a team (hacker or not) can do Data Searches, anyone can dispatch an agent to gather intelligence, and anyone can possess the aforementioned Virtual Contacts from
Runners' Companion) . Also despite in face of claims to the contrary, I've been playing SR4 for more than 4 years now and in my experience Hacking is not only much faster and streamlined than decking was in terms of simple mechanics, but the hacker can now have an active role in combat whereas previously he was relegated to a support and overwatch role (meaning the hacker was in turn sidelined). If the hacker opts to double task as a rigger even more so (whereas previously the rigger got to be involved if he had drones but the hacker mostly sat out the fights.)
QUOTE
On the subject of playtesting I was under the impression that a lot of the playtesters were not listened to. There was another thread where people were bringing up the "wasn't this playtested?" and the response they received was "yes, but we didn't like what they said so we threw pretty much all of it out. You should have herd the language and comments they used." After that happened I was not aware that playtesting was really factored into the creation of the SR4 books to a large degree.
Impressions can be deceiving. Particularly if you are paying attention to one single guy (for the record, Frank Trollman) who was pissed because his suggestions were ignored by other authors and the fact that the playtest feedback he recieved wasn't up to his standards. To the best of my knowledge none of our other authors/playtesters has ever violated their NDA like that and made any such claim, so I'm guessing that's where you got the impression.
I listen to all the feedback, positive and negative, and take in what I feel is appropriate - developer's privilege. I playtest most of the rules at my table time allowing.
QUOTE
Also for how long are the playtesters given to help with a single book before and after release on average? A week? A month? A year?
This varies considerably from book to book and suprisingly bears little direct relation to whether or not some, Arsenal was playtested for a good 6 months, Augmentation considerably less and I believe less problems crept through with the latter than with the former. Some chapters get playtested for longer than others too.
QUOTE
Again I really want to like the system as the fluff and the world are simply amazing, but I would really hope for a more streamlined set of rules. Thats all. I just don't think SR4 delivered and my group is starting to feel the same way.
That's your perrogative. From your posts I believe this has a lot to do with the difficulties in finding a game balance that remains consistent between various gamemasters. I honestly believe some of the problems you've posed are non-problems and simply require the gamemasters to come into agreement on how to balance their game (as opposed to
the game). To address Proper application of visibility modifiers (typical conflicts shadowrunners are involved in deduct as much as -5 from spellcasting pool just from cover modifiers before factoring in other visibility modifiers),then there's background count, aspected mana, Edge to boost resistance rolls, Petite Brume grenades, and a handful more tricks to balance things out. This by does not mean to imply magic is not very powerful, it is, and there's precious little unaugmented mundanes can do to counter it directly. However, this has always been true in Shadowrun and one could say there's precious little an unaugmented mundane could do against a heavily cybered street sam with an LMG.