Okay, I'm going to omnislash your post. Not because I want to start a flame war, not to pick on you, but because I feel SR4(A) is a good system and you sound infuriated with its quirks (a little) and your players (a lot). I'll try to address each core problem with equal attention.
QUOTE (HappyDaze @ Aug 14 2009, 05:44 PM)
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Let's start with a three-roll combat system (roll to hit, roll to avoid being hit, roll to avoid damage) with each roll adjusted for numerous modifiers. Then let's add in all the crap that requires more rolls (stick-n-shock, toxins, white phosphorus, etc.) that my players seem to love.
Combat can be clumsy, but modifiers don't change much. Surprise round: you figure ranges, lighting, available cover, and assume everyone involved moves to take advantage of the situation (their lives ARE in danger, after all). Any alterations will be announced, such as throwing a smoke grenade, shooting out the lights, or flipping over a table. If your players are using battlefield modifiers and extra-rule gear every IP, then you're running some pretty hardcore combat and should expect to spend most of the table time figuring out who's getting shot and how hard. If you don't want to run a wargame...I'll sum this point up at the end. Assume I attach these two sentences to each paragraph.
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Let's also talk about the silly-fast 3 second combat round and the terrible IP system. Even non-augments go way too fast unless everyone (like the stuffer shack vendor) is in ice-cold spec-ops badass fully prepared for combat 24/7. Sure, you can gimp the NPCs and say they're unprepared, but try gimping the PCs (I've never seen one of them actually turn their wired reflexes off) and see what happens. Anything not in the immediate vicienity of combat will never get there in time to matter - if your PCs have 3 minutes to get in and out, that's an eternity with the SR rules. I find that really limiting, and any fight with any numbers (5 PCs vs. 10 cram-heads) takes forever in realtime to resove a six-second fight!
Non-rhetorical question: have you ever been in a firefight? Have you ever been shot at? Three seconds is a long fucking time when a dozen people with automatic weapons start trying to kill each other. To gimp the PCs, give them social penalties for spilling their drinks when they leave their Wired' on. Make NPCs as suspicious as the PCs when they want to keep their backs to the wall and eyes on the exits while trying not to draw attention. You've got the timescale right for combat vs. response time, but remote response isn't supposed to end combat, it's to drive the PCs. I'll get back to this.
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Modifiers - there's a fucking modifier for everything, and sometimes there's multiple modifiers for the same thing (I'm shooting in melee -3, but I'm point blank +2). Yes there is the whole eyeballing modiers bit, but really a -4 when the guy has a poolf of 15 dice doesn't fucking matter all that much. Modifiers just screw the people that don't min-max.
I'm with you here: there are a LOT of modifiers, but you don't seem to appreciate their impact. If I'm throwing 15 dice at somebody, that's 5 Agi + 5 Automatics + 2 Specialization + 2 Smartlink + 1 Reflex Recorder. Pretty damn minmaxed. I'm either shooting at a security guard with 7 dice (Reaction 4 + Dodge 3) or a High-Threat Response Sergeant with 7 dice (Augmented Reaction 7, plus he's shooting back). I'm expecting 2-3 net hits. If my pool is reduced to 11, I'm only expecting 1 hit, maybe 2. Modifiers matter, even to the minmaxed.
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Fighting is better than sneaking - often sneaking gets totally fucked by a singel bad roll, and if that's the cae, the one to shoot first usually wins. So the PCs often jut decide to shoot without sneaking. Mechanically, it's often the smart choice regardless of what the setting tries to tell us. Sure, as a GM I can always send in more forces to eliminate them, but 'bigger hammer' isn't my idea of fun.
Alarms should cost the players more than a few bullets. Doors should seal, security drones should be deployed, entire building wings should be locked down (specifically, the one the players are in or need to get in). If you don't want to send the HTR teams, why should the players worry about them?
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Vehicle combat. There's a whole section on it and a few archetypes that depend on it. Beyond that, almost everyone drives at some point. And the rules are terrible.
You're not saying what you don't like here, so I can only give generic advice. Vehicle rigging is a spotlight encounter, and SR's core M.O. is a rotating spotlight. You let a good car chase happen now & then to give the rigger a chance to show off his tricked out van, and occasionally make one of the non-riggers handle their bike to make them appreciate having the rigger around, but it's probably not going to be a central campaign gimmick.
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The matrix. I WANT the matrix to be important. If I didn't, I wouldn't (and now don't) play SR. No one wants to learn it because of the complexity. No one wants to play it because it interferes with their purile fun of shooting people in the face. I don't end up wanting to run it because no one will know the system (I already had to hand hold the magician's player through the magic system).
No system advice for this one, pure player problem. If your players have sent you a clear message that they don't want to play that part of the game, then downplay it. You should be having fun, but not at everyone else's expense. If they don't care what their firewall rating is, or how to break encryption, or what a Crack sprite can do to their cyberarms, then handwave it. The Matrix can be important as a plot device if nobody wants to handle the details. Make someone take a good hacker contact, and charge them through the nose to have their hands held. There's a very good write-up of an entire run through a corp residential enclave where the team's matrix support was provided 100% by a contact whom they had to offer an equal share of the pay. It works.
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Wildly imbalanced crap - like possession/channeling, and some of the more broken martial arts tricks. I'll also throw in scene-breaking crap like the Radar Sensor (too many things can go to crap if the PCs can just see through walls - and very few people have radar jammers as standard), and some of the 'I Win' spells (Mind Control, etc.) and Critter powers (Fear). I usually try to shy away from using these things as a GM, but when you've got a PC build around possession...
Possession isn't the end of the world like everyone seems to think it is. Read the rules again (I know you're sick from walking the mage through them, but you ARE the referee), find the weak points. Background counts, wards, punks with Aptitude: Banishing, and as always: shooting the mage right in the damn face are all good ways to show a Shedim that they're not gods. If the players have cyber-radar and powerful spirits with Fear, they should be sent into installations that can handle radar scanners and paracritters. Otherwise, you're just not offering them a proper challenge.
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Fiddly bits of gear are just too important. Often they overshadow the abilities of the character. Sure, it may be a feature for some, or a genre bit, but I don't like it. It's alos here that many of the game-breakers can hide. I already mentioned Stick-N-Shock, toxins, and some of the chemicals out there (I've seen the "freeze foam - I win" trick). My players took to muchkin stuff like flies on shit (only one of them ever used regular ammo, and everyone looked at him funny the one time he did). Rating 4 power focus at character gen, check...
If they want to play hardball, then don't let them crowd the plate. A sammie with stick & shock should be shooting at insulated targets. A mage with a R4 power focus should need it to beat the enemy's Counterspelling. SR is eggshells and hammers. Don't let the players face eggshells with squeaky mallets.
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Putting it all together is a bitch. Too much prep time goes into every session. Between the modifers, the fiddly bits of gear, checking on how the rules interact with this or that other obscure rule... It's a waste of my time. I don't mind spending a few hours prepping for a session - but I want most of it to be creative time planning possibilities for the adventure - instead, most of it becomes 'homework' checking on the rules for various shit.
OK, fuck it, I'm done. I think I'm ready to play something like Cortex, D6, Savage Worlds, Ubiquity, or Unisystem for my gaming right now.
This is all you, brother. If you don't want to play the game, then nobody can help you enjoy it. SR is a game of modifiers, fiddly bits, and on-the-fly rule interaction GM calls. SR4 is amazingly simple when it comes to off-the-cuff rulings.
I said I'd come back to the wargaming thing: your players sound like they want to shoot people in the face for money, get paid, and throw parties. If this isn't what you want, then you need to sit down with them and find a middle ground. I'm assuming your players are your friends (most face-to-face groups are), so they should be understanding. You have a right to have fun while playing a game.