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From my perspective, and this just may be my style of play, I like characters to be realistic, start close to baseline, and then work up. So, expecting people to be floating at 4-5 out-of-chargen, for me, is unrealistic... it essentially means most PCs are starting off as Olympic caliber individuals, and then hitting 'human maximum' (6) in no time, flat.
Actually, we usually start between 3-5, and rarely even buy stats at that point(unless it's a 3 to a 4.) And also, we have fun doing it this way. It makes us feel a bit more than a 6 2-stat and 2 3-stat mailman, whom I'd be playing ''Mailrun'' if I wanted to play. Sometimes, we have a particularly high stat-my current character has a 7 strength as part of his background, and it certainly doesn't throw off the game, given the weight of the stat. (Also, for the record, we all have rich backgrounds, and do heavy roleplaying. We have some sessions where we barely even roll the dice. We aren't a bunch of munchkins who are only happy shooting things and watching them die. We just prefer to play people with some competence that's above Joe Average.)
Also-let's see, making it harder to get Attributes(under Karma.) Skill costs are the same. Thresholds are higher.
They are making it necessary to have a high die pool to do a hard task(which in and of itself, I'm ok with-a hard task should be somewhat tough, and a TS6 is tough even for an 18 die pool character)-but then they take away the means for us to get that, and even make 4's freaking hard now. Ranges now are harder to shoot at (-6 is freaking full darkness mods. Which means that the world's most agile, best gunman at 6/6, only gets 6 dice to roll at extreme range. wut?) Not to mention all of the electronic toy tweaking rules/drone changes.
Sheesh, do they
want us to fail? o.O There's challenge and then there is making things so hard it begins sucking the fun out. (and yes, once again, in desperation to get some die in the pools so people don't fail, it's going to be high-pumped Cybered purchased attributes, putting anyone who doesn't do that behind.)
All of THAT being said, one rule I'd consider is Karmagen characters use the old rules(x3 cost), and advancing uses x5 cost. Dunno why I'd consider that but I would. (I still think the old rules are going to be my game, though. I really haven't seen any new rules I like, as they all seem to limit the gameplay heavily, and the Adept powers, we have already houseruled to the way we like them in our games.) Perhaps I'll find some changes here I like besides the Adept powers, but...gah. The game started moving, IMO, into the perfect directions with Augmentation, Unwired, Street Magic, Arsenal, and finally the RC...and then it just...went flat backward. (ymmv, of course, but that's how I feel.)
I feel weird, because I've always been one of the folks here sticking up for the books in about 85% of any instances. I was defending the dev decisions of Karmagen like hell, but now I know what it feels like to be on the other side of the fence, I guess. Instead of agreeing with about 80-85% of the decisions, I now disagree with about that much. (Again, I'm but one player, no big deal, and opinions are opinions, we all have them.)