I
like SR4. I never got to play SR3, unless you count Corrosion as playing SR3... But, I like it, specifically for a lot of reasons other people don't.
As regards the dice system, I greatly prefer SR4's to SR3, probably because I was into Shadowrun 4 for a little while, couldn't find a game that lasted, then got into Exalted - where the dice pool system is very much the same, just using D10s instead of D6s - and then came back to Shadowrun.
Note to self: ask my group what they think about experimenting with a shift to D10s and what they think the appropriate TN should be.
As regards other things...
QUOTE (Epicedion @ Aug 19 2012, 02:59 AM)

1) SR4 isn't cyberpunk, it's transhumanist. The SR4 gameworld is fundamentally different from the SR1-3 gameworlds, with a few scraps of familiar wallpaper tacked up.
I both agree and disagree with this. Shadowrun 4 is very transhumanist in that Bioware is becoming a mature technology, geneware is starting to show up, and nanoware is the cutting edge, but mechanical augmentations are always going to have a place. You can't bioware yourself a direct neural interface or a computer in your head. You can't genetically add an image link, or spurs. And quite frankly, there's no way to get the Adam Jensen look without cyberware. So SR4 is very transhumanist - and cybernetic augmentations are the bedrock of those augmentations. I think the rules even go out of their way specifically to encourage you to mix both to taste, by giving you a 50% discount on the Essence cost of whichever ware type you have less of.
I got into a huge argument with someone on IRC - actually, one of the Exalted line freelancers who's a huge SR3 fanboi - about why he snubs SR4, and basically it boils down to all the things I like about SR4: the setting is
changing. It's evolving. It's not grimmest, darkest,
Neuromancer cyberpunk anymore. National governments are getting both hands on their ballsacks and recalling the times before a panel of retarded idiots listened to a company called Shiawase when they said they should be able to carve their corporate territory out of the nation's laws. Lone Star was not performing to requirements, and they were held accountable by losing their contract. Horizon has emerged as a good-guy AAA. (For given values of 'good-guy,' but in present company they're practically paladins.) Overall, things are getting better.
Shadowrun remains a dystopia, but it's no longer at the grimdark nadir of dystopia - as of SR4, I feel that it's starting to climb back up. There are rays of hope peeking through the shit-colored clouds. It's an interesting time to be a Runner, because your shadows might start shrinking... But that would be a good thing, wouldn't it, if the world gets better? Of course, just because there are rays of hope doesn't mean the world isn't still a terrible place full of Aztechnology blood sacrifice and Lofwyr who will summarily eat you if you come across his radar and what-not.
It's a pretty big change. Some people can't cope. But I like the 2070s, and I like the mechanics.
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3) SR4 doesn't put characters in the hospital at nearly the same rate.
This is a plus in SR4's column in my evaluation of things. Too much grit isn't fun.
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4) SR4 magic is awful in general. Specifically, traditions are too similar -- all of the intricacies have been stripped out of it. Spirits are elementals are all the same. Spellcasting overtly favors a couple of spells, with the remainder having a "why would anyone ever use this" caveat.
Why should things be different, anyway? SR4's magic system makes a lot of sense - Magic is Magic, how you view it colors it, but they remain fundamentally the same force being acted on in different ways but to largely the same ends. I prefer Spirits and Elementals being two names for the same thing. As for spellcasting favoring certain spells and others being derp options... Well, that's a price I find acceptable to pay.
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5) "I've only got one box of stun left, so I'm going to take off all my armor so I can take damage on the physical track and stay in the fight."
There's an easy way to fix this; under normal circumstances, all damage to the Physical track is mirrored on the Stun track, with only modifiers from the highest track applying. Or don't let people huck off their armor in the middle of a fight/run.
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6) In SR3, using lethal force is easy, and using nonlethal force is difficult and costly and unpredictable. In SR4, nonlethal force is easy, and lethal force is unpredictable (due to armor rules), making the most efficient choice for a team to gear toward using all stun weaponry and stun magic (since you can reliably do only stun damage instead of mixing stun and lethal based on die rolls), with lethal backups for the odd situation in which they're called for (such as shooting out the engine block of a pursuit car). Combined with a system in which people either have roughly the same Physical and Stun damage tracks, or waaaaaaaaaay more physical than stun (but never waaaay more stun than physical), if everyone follows the path of least resistance (as they generally should) it turns the game into an elaborate game of tag.
This one I do think is weird. Nonlethal measures are inherently superior to lethal measures because they almost always have better odds, and you can always choose to kill a subdued opponent if you needed him dead. But it was the same in SR3 - look at Corrosion. Everybody's slinging Gel ammo because it's simply superior; Gel hits on Impact armor and everything has lower Impact than Ballistic.
If you wanted to fix this, you could muck around with expanding the Stun track greatly; you can pretty quickly toss up enough modifiers to someone's rolls to make him much less effective in combat, but knocking him outright unconscious will be much harder.
Still, this one goes in my 'prices I'm willing to pay' column, too.