(Insert general warning about English being my second language.)
Hi everyone,
I've been trying to read the forums here recently, to learn more about SR5, but the aggressive talk has become pretty annoying. I understand that to some people changes taking place in 5th edition can be perceived as "scandalous", but when so few people have read the books and you try to sort through the posts to glean details here and there, it certainly is not like having the book on hands. The moderator's warning about the tone of discussion is a pretty welcome one, I think.
I would like to raise a few arguments about the SR5 changes that I think need to be kept in mind:
1. Looking at most streetsam builds I've seen, the bioware part was certainly the major component of stat bonuses and combat efficiency. Now, with the reduced cost of Alpha, Beta and Deltaware, it seems a lot easier to create biosams than before. Also, with the previous formula for Essence, it was more efficient to have half cyberware and half bioware to benefit from the rebate of the halving of the lowest of the two than having a "pure" cybersam or "pure" biosam.
2. Streetsams, no matter how high their Willpower was, would die in one shot from direct combat spells, especially the mana ones. Now that these spells have been brought down, it actually helps streetsams compete. (A few years ago, I had a character that was really min-maxed for defense, and fellow players told me it was impossible to avoid dying one shot from magic [in SR4], at least without Astral Hazing/ Arcane Arrester shenanigans. Which was almost always true.)
3. Nobody wanted to play a hacker around these parts. Without a PhD in hermeneutics or philosophy of language, the Matrix chapter of the SR4A rulebook was a mess to understand. My friend, a long-time D&D player, who has research grants in social science and awesome mathematical skills to boot, who's therefore a GOOD rulebook reader, was really unable to conceptualize how a hacker could do anything fun in combat. Hell, I have a technical degree in computer science and I didn't get how it played ingame. Sure, this could be explained, but try and convince a player to play a hacker if the chapter on the topic is a maze and there's really no incentive to understand it. I'm sorry, but the changes to decker in SR5 (AND the Matrix chapter) seem totally in line with the BIGGEST obstacle we had with using SR4A ruleset.
4. My streetsam had a tacnet, and to have a tacnet you must provide sensors to it. Most of my cyberware in SR4A was actually sensors that had to be connected in some way or another to a network. Oftentimes to the Matrix. SR5 doesn't change that. I know you could slave your gear to your PAN and skinlink (almost) each device, but the fact remained that to have a tacnet meant opening a breach for hacking. Wireless bonuses don't change much of that.
5. In my games, the Matrix is not some kind of "big Internet". It's a lot more metaphysically strong. It's almost a world in and of itself. Unfathomably complex and rich, and stuff like Google Maps doesn't even begin to give justice to that "plane of existence". The Wireless bonuses make sense for us in that context.
6. I agree that some of the Wireless bonuses I've seen stress my suspension of disbelief, but it's not worse than combat decryption in a future were quantum encryption will be available... or magic for that matter. It's actually one of the least unrealistic elements of SR5 for us in our group.
7. In our setting, which is a bit different from Shadowrun, biotech has outstrip cybertech for a long time. Also, cybertech was meant for medical purposes mostly, and regulations exist to control the use of cybertech. Obviously, having cybertech leave online traces is a big part of it. They were developed to be under the scrutiny of the corporations and states. The fact that the military is turning it off is well reflected by the loss of combat bonuses, which makes sense in a sort of tacnet way. In our setting, we consider the Matrix to "contain" a minimum of 3.5% of humanity (~800 million on 20 billion people) that are connected at all time, a lot of them hacking info, spreading it in different parts of the Matrix, and generally "helping out" in some sense, by leaving info packages everywhere. The bonuses items receive if they are connected wirelessly more-or-less reflect that.
8. The reduction in nuyen cost for upgrades in 'ware really helps streetsams close the gap in advancement, and get more oomph out of their Essence. They may start in front of Adepts a long way, but the cost of replacing 'ware was really too prohibitive. We're looking at several million nuyens.
9. The priority table is a bit too harsh on trolls, but for magical users it is also quite complicated. If you are mundane, you put your E in magic/technomancy, which gives you better choices left for the rest of your character. If you are a magical adept, and you don't pick human, where do you put your E ? I'm trying to come up with an ork magical adept, but it's really really hard. The often talked about "abusive" cybered-adept is not so easy to pull of, at least from start, when you can only get 6000 nuyen, or if you sacrifice skill points, or if your stat points are stretched out.
10. Limits fix a real problem we've had. My streetsam could, by stacking bonuses, get a 20-24 DP in Intimidation with a charisma of one, and very little skill points. Nobody would win the opposed test (most of the time). The cap at 20 for DP was an inappropriate global "fix", and the other solutions (i.e. max hits set at skill rating x2) seemed tacked on. Limits, we really like, as they make a lot more sense.
Anyhow, I just wanted to bring to attention some items that I found were important to keep in mind. I globally think SR5 will be much better than SR4/A. At least or our group.
-Frank