Hi folks,
as you might have recognized, i have been absent for a while... mostly because of the good old time-eating work. Therefore i hardly had time to follow the current discussions about the newly released SR5-core book. I my desperation i bought the pdf-version, hoping to get some explanations and to know what you all were talking about. But i have to admit i was quite dissappointed. Besides all the obvious mistakes (which are discussed at the moment in various other topics), every rule that reformed SR4-rule-crap was balanced out immediately by another "innovation" that ruined rules which were quite fine. IMHO sometimes it is better to fine-tune some mistakes, than completely starting over again. But we had this discussions at every new version of shadowrun and no matter which organization has the licence for the game, no matter who is the line developer, they all make the same mistakes over and over again. Errare humanum est, right?
But anyway, there are some things i really donīt get. I am sure it has been discussed somewhere else, but disscussions donīt have the tendency to provide a good overview. So please give me a short summary of the current status of the discussion.
1) cyberware and equipment costs for trolls +50%??? Really? Besides all the in-game problems a troll can have, this even makes them less attractive to play than ever before. Now you really have to think twice if you rather take an ork instead.
2) dwarfes without IR-vision?
3) trolls running as fast as dwarfes?
4) dwarfes running as fast as norms?
5) direct combat spells and overcasting becomes useless, therefore indirect combat spells become more attractive?
6) mystic adepts gain full access to magical skills and simply buy adept powers on top? No drawbacks?
7) initiative rules from SR3, but IP-costs for dodging, parrying etc? I can already see the runners complain if they will not be able to act once because there is no initiative left.
More questions will follow. thanks so far for your help.