QUOTE (Nath @ May 23 2013, 08:18 AM)

Because the new edition was not about fixing things. It was about making things different.
QUOTE (Critias @ May 23 2013, 08:37 AM)

It's hard for me, who took part in so many arguments over the last few years, to reply to this sort of thing without cussing...but I'll give it a shot. I assure you, we didn't spend the last couple of years just willy-nilly "making things different." The new edition absolutely is about "fixing things." No one just threw their hands up and went "Whee, let's change stuff!" and if they had, Jason would have shot it down. The changes that are being made are all things that were fought over, tooth and nail, and then playtested, and then fought over again.
If your mind's made up, fine, your mind's made up. Hate the new edition (sight unseen) all you want to, that's your gig. But I'd really appreciate it if you could tone down the cynicism just a bit, and not cast aspirations on the motives of those who've spent all this time working on it, too.
To make things clear for everyone, I contributed to the discussions on SR5 rules design for six months, between December 2011 and June 2012. I did not got to see the latest version (as there have been things mentioned on the dev blog that I never saw before).
I clearly dislike the Hit Cap and its implication, I got and took the time to weight the pros and cons, and I don't expect the final details to change that (since I don't expect the rules to be schizophrenic enough to make irrelevant the precise core mechanic it introduces).
However, in spite of my dry tone, my comment on fix versus change wasn't intended to be a critic. I believe both way are equally valid to develop a new edition. I was perfectly fine with SR4, which was all about changes, with fixed target numbers and including attributes in dice pools. The only difference is that a fix is supposedly always a good thing, while a change can be considered as either good or bad.
As for turning cynism down, it has been clearly stated during SR5 conception that I was a very cynical person

QUOTE (Bull @ May 23 2013, 08:32 AM)

Yeah... no. Not at all. The new edition is about fixing things. Some things didn't need fixed and were left alone. Some things are just tweaked ever so slightly to fix wording or play style issues. And some stuff it was felt would work better if it was changed in some way, large or small.
A limit on the number of hits has been added on
every roll that didn't have one (basically everything except spellcasting).
Every skill is now capped at 12 instead of 6. I'm wondering what are those things who were "left alone". The way the number of boxes in condition monitors is calculated? The dice shape?
I'm not saying SR5 is not fixing anything. But the thing is, you can't fix what ain't broken. Was there a definitive list out there of what was "broken" in SR4? If it did, I doubt "achieving unusually high number of hits on a roll" or "hacker can't stay permanently connected to the Matrix" would have appeared anywhere near the top. Rather try "dice pool inflation" or "hackers don't need attributes". SR5 actually doesn't directly address those to fix them. Instead, changes such as limit on the number of hits and a new Matrix design were introduced with the expectation it would trickle down to either help fix or make known problems disappear. Of course, this wasn't done completely randomly, there was some thinking ahead so that those expectation weren't unfounded. But replacing entire part of the system doesn't account for fixing. You could argue those changes actually were broad-reaching fixes specifically designed to tackle multiple problems at once. Still, it's different process, and SR5 would have quite different if the line of reasoning only had been "What need to be fixed in SR4?" and proceed to fix them one by one.