QUOTE (Bushw4cker @ May 22 2011, 11:20 AM)

I disliked 4th edition at first because It was the most dramatic change to the Shadowrun rules. But now that I understand the Game Mechanics better, I don't ever want to go back. I have love and respect for 3rd edition, because without it, there wouldn't be a 4th, but....The Biggest problem for me is Variable Target numbers, especially in combat, they make things completely unbalanced. If you take any damage in SR3, your character is screwed, because having a +1 modifier to TN is a pain and anything more then +2 can be devastating. Having a TN of 5 vs a TN of 6, instead of making an action a little harder, makes it twice as hard, whereas a TN of 6 to TN of 7 is no more difficult. Variable Target numbers also make the chance of low skilled goon with a SMG on Full Auto, being able to do massive amounts of damage on a lucky roll, and your character is SOL if you used up your combat pool already. 3rd edition Matrix rules are a Nightmare, 3rd ed. Vehicle rules are even worse. When I used to run 3rd Edition, one of my Troll PC's took down a helicopter with a Dikote Shuriken. GMing 4th edition is SOOO much easier, I can have PC's and NPC's buy hits for tests that would be normally simple, drastically reducing dice rolling and speeding up game play. I don't have to keep track of every single NPC's combat pool. Hackers have more to do and the other players aren't waiting hours while the GM and Decker are playing out a Matrix Scene. Combat pool, while nice is very hard to realistically keep track of, especially with characters that have more then 3 initiative turns, I don't think a single game of 3rd has ever been played where a PC has not used more combat pool dice then they were supposed too. 4th edition has it's negative qualities as well (Emo-toys and War!) , but I feel that it has drastically improved the Shadowrun game mechanics.
Two things:
1) Paragraphs.
2) This is not a gripe thread about any particular edition. Shadowrun 4 just isn't a Shadowrunny game. It's an action movie game. I'd run a Die Hard or Aliens game with it any day.
Now for the point-by-point.
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The Biggest problem for me is Variable Target numbers, especially in combat, they make things completely unbalanced. If you take any damage in SR3, your character is screwed, because having a +1 modifier to TN is a pain and anything more then +2 can be devastating. Having a TN of 5 vs a TN of 6, instead of making an action a little harder, makes it twice as hard, whereas a TN of 6 to TN of 7 is no more difficult. Variable Target numbers also make the chance of low skilled goon with a SMG on Full Auto, being able to do massive amounts of damage on a lucky roll, and your character is SOL if you used up your combat pool already.
Variable Target Numbers are very powerful things, since you get to play with the success curve by setting the difficulty for each die as well as the threshold difficulty. It also, surprisingly, involves less math and fewer dice.
SR4 has more calculation involved in figuring dice pools, and dice pools 2 to 3 times larger than SR3 -- this is the effect of needing 3-4 dice per expected success in every situation. The basic threshold of success (1 hit) in SR4 requires about 12 dice to virtually guarantee success (less than 1% failure). The basic threshold of success in SR3 (TN 2, 1 success) requires 3 dice for similar odds.
If you want to push that up to "average" difficulty, it's 17 dice (2 hits) for SR4, and 7 dice for SR3 -- that's for TN 4, 1 success.
If you want to push the difficulty up to "hard," you need 26 dice in SR3 to get less than 1% failure on a TN 6. This is about the same number of dice you need to get less than 1% failure on a test requiring 4 hits in SR4 (27 dice needed).
And yes, a lucky goon with an SMG can do horrible things. This leads us back to the "SR4 simulates action movies, not Shadowrun" point. Shadowrun is a place where people do terrible and illegal things and can end up on a DocWagon stretcher at the drop of a hat. SR4 is a place where people can take a sniper shot to the chest, run away, and take a couple days off and be fine. The difference between Healthy and Almost Dead in Shadowrun is huge. Taking damage is awful. The difference between Healthy and Almost Dead in SR4 is tiny -- it's a difference of about 1 hit on a test.
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3rd edition Matrix rules are a Nightmare, 3rd ed. Vehicle rules are even worse.
Agreed, which is why I like parts of SR4. I just don't think the core mechanic of SR4 simulates Shadowrun very well.
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GMing 4th edition is SOOO much easier, I can have PC's and NPC's buy hits for tests that would be normally simple, drastically reducing dice rolling and speeding up game play. I don't have to keep track of every single NPC's combat pool.
The need to reduce dice rolling is itself a problem.
Also, Combat Pool is easy if you have one of those 36 dice cubes. You just drop the right number of dice on each NPC's index card.
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Hackers have more to do and the other players aren't waiting hours while the GM and Decker are playing out a Matrix Scene.
Hackers have too much to do. Since everything is wireless, the logical treatment is that hackers can do almost anything they want given enough time. If your team wants to steal an Ares Citymaster, for example, the hacker can find the vehicle's node, hack in, fight the rigger, and then command the vehicle's autopilot to cruise around to where he wants.
If they want to break into a warehouse and steal a crate, for example, the hacker can hack into the warehouse nodes, control a forklift drone to go pick up the crate, and load it onto a hacked van which he then commands to drive to his house in the suburbs, while commanding all the on-site security drones and a nearby low-flying Knight Errant helicopter to start shooting at the rest of the site's security to cover the escape.
I'm not saying these things have particularly high odds of success, but I am saying that the hacker has the capacity to take up a lot more time if he wants.
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Combat pool, while nice is very hard to realistically keep track of, especially with characters that have more then 3 initiative turns, I don't think a single game of 3rd has ever been played where a PC has not used more combat pool dice then they were supposed too.
Yes, there has. You give the player a small cup. In that cup go the Combat Pool dice. Dice come out of the cup when they are used, and only go back into the cup at the beginning of the next turn. It's not rocket science.
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4th edition has it's negative qualities as well (Emo-toys and War!) , but I feel that it has drastically improved the Shadowrun game mechanics.
It hasn't improved the Shadowrun game mechanics, it's
created a new kind of game entirely.