QUOTE (Epicedion @ Jul 15 2013, 08:12 PM)

Comparatively it isn't. Between Magic and the Matrix, SR5 seems like a much more coherent set of rules with defined ways to accomplish defined goals.
I haven't really looked at the matrix chapter yet, but my understanding is that it changed quite a bit, to bring it in line mechanically with the
rest of the system. The rest of the book is SR4.5. They added some things (limits), they changed some numbers (skills, damage, etc), but very few of the mechanics have any difference. It's actually quite comparable to the difference between D&D 3rd and 3.5 (or perhaps 3.5 and Pathfinder).
QUOTE (Epicedion @ Jul 15 2013, 10:48 PM)

The question then is "should this character be allowed at the chargen phase?" Is it something that should be worked up to?
Rather, where's the annoyance coming from? Too high stats? Too low stats? Too many/few special qualities? Not enough gear? Too much money left over?
You don't seem to understand. The game is giving me A, B, C, D, & E. I want B, B, C, D, D (although one or both of the D's should be buffed up a bit - the difference between A & B is quite a bit bigger than D & E).
The problem is that you
must have a strong category, and you
must have a weak category. And the worst part of this is that it doesn't necessarily correlate to character strengths and weaknesses, because the categories are so broad (a character that is physically strong but mentally disabled has a definite strength/weakness dynamic that has
nothing to do with generation priorities).
QUOTE (ElFenrir @ Jul 16 2013, 12:08 AM)

I may do some of that today. I'm curious to know if I'll discover any concepts that feel like they're 'held back.'
To really notice the problem I am discussing, you need to make a character that wants no glaring weaknesses in any of the 5 categories. I was trying to make an infiltrator/assassin bioadept, but any tech based adept (particularly of a nonhuman metavarient) should work fine for this. Or a
Street Magic Chaos Mage.
QUOTE (Wakshaani @ Jul 16 2013, 12:21 AM)

Trolls did terrible, terrible things to Karmagen. Just awful. I look forward to the next round of trying to crack that code when/if karmagen comes back into focus. I might be the *only* one, but I think I found the missing piece of the puzzle.
The RAW karma generation did have definite issues, but the benefits from a single system generally outweighed them. If you want a tuned karma generation system that solves those problems, look in my signature.
Another issue I was having with the priority system I should mention is actually the layout. Again, it has little impact on new characters without any predetermined characteristics, but makes it a hassle to build a character around a concept.
The problem comes down to assigning a priority to your metatype, before you know anything else about what you want. Then attributes, and so on. One of the methods I used to solve this (and the one that eventually convinced me I couldn't make the character I wanted) was to assign my character's metatype without picking a priority. Then assign attributes. Then assign skills.
Then look for a priority layout that approximates what I needed.
Basically, the structure behind character creation is making you make choices without knowing what those choices actually mean.
What I noticed for the character I was trying to create was that I didn't need 'A' for anything, but I could not accommodate everything else needed with
both D and E (I think I could have made it work with two 'D's, but I would not have been satisfied with it).