QUOTE (Shinobi Killfist @ Jul 28 2010, 12:11 PM)

Both. Conceptually I like both rules sets to some degree, but they both fall down in the implementation for me. SR 4 falls down big for me in how it seems to become a game of dice pool stacking. X gives + 2 dice, Y gives me +3 dice etc.(oddly I hate that skills are capped, I don't mind the pools being 20 dice or whatever I do mind that it is frequently stacking modifiers. Looking at 3e D&D and how they had named modifiers and those of the same type would not stack would do SR4 a world of good IMO) And on top of that I think it promoted smoother and quicker play when the player knows how many dice he is going to roll before it gets to his turn. So dice pool modifiers seem slower to me than TN modifiers, though they do have the benefit of easier statistics. Which while I liked the concept of many of these things turned into a core mechanic fail for my style of play.
The statistics of SR4 seem so much cleaner to me. I like that the players can fairly easily gauge their chances of success in a given Test. The old die mechanic seemed needlessly opaque. I question that players in SR1 knew what their die pools were going to be ahead of time. Unless I'm mixing up my memory of previous editions, die pools meant that you were going to have to make a decision on how to split that pool every single action. Also, someone had to figure out the TN modifiers and that involved about the same amount of effort as it takes me to come up with the DP modifiers in SR4.
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SR 1, the core mechanic was fine for me, but too many specifics failed. Autofire was a pain, variable staging turned too many weapons into auto damage, magic had a better drain mechanic on paper, but since the resistance TN was your sorcery skill(6 like all the time) you really could throw low force spells to absurd effect and soak drain fine.
The magic system was so broken and unbalanced in SR1, in exactly the way you describe, that it was a source of constant frustration for me. The subsequent iterations have gradually chipped away at that imbalance. In SR4 magicians are still powerful and versatile characters, but not nearly as unbalanced as they used to be.
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So for me on how I view what is a core mechanic and what is a specific rules gripe on a rules level SR1 was more structurally sound.
And for me in SR1 the magicians were too powerful, the deckers unplayable, the autofire too cumbersome, and the core die mechanic statistically ugly. For me, all of those problems are reduced from serious to trivial(or non-existent) in SR4.
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And the fluff side SR 1-2 just was awesome in comparison for me. I see SR 4 turneing more into a transhumanism story and away from dystopean future cyber punk. I don't miss the IE metaplot to much, but I did like the ties to earthdawn.
I agree with you completely on all those points. However, I happen to like the transhumanist themes and feel they retained enough dystopian elements to keep it dark.
Thanks for hashing this out with me. I like this better than a simple statement of SRX is better.