QUOTE (Machiavelli @ Jan 5 2014, 12:07 AM)

Limits: Limits sounded right at the beginning, but after what happened yesterday limits can lick my ba**ls. SR is a game played with dice. The lower your pool is, the lower the chance to succeed in a test. If i play a goon with 3 dice and i have the luck to get 3 successes, these 3 successes SHOULD COUNT. You have earned it, Lady Luck said it so...whatever. But that successes donīt count because of some stupid limit....? What did they think about it? If i play a combat oriented char. my physical attributes are high anyway. So i have limits so high, that i have problems to roll an equivalent number of hits.
Limits are simply there to stop people heading straight for dice pool caps which slow down the game. Now you have to work on not only your skill pool but your limit as well. Your character still improves but without needing a bucket and a boxing ring to roll your tests (at least initially). Even your example is confusing because in most cases the limit the goon will have with any weapon will be greater than 3.
QUOTE (Machiavelli @ Jan 5 2014, 12:07 AM)

Higher Skills: Karma rewards dropped in average by 30% compared to SR4 (IF you donīt fight against high-end runners with dice pools of 20 commonly), but you have skill ratings double as high than before. What does this mean? Either you canīt raise your skills over 6 (maybe just one main skill) and your other dice pools will basically stay the same like at character creation. So why the hell can the skills be raised anyway if barely nothing changes? For the OPTION? Bull***t and you know it. If i canīt reach the maximum skill ratings, i donīt see the meaning of implementing some.
Does Shadowrun 5 have hard and fast Karma rules now? I haven't read this anywhere (although that certainly doesn't mean it isn't there) but in every edition thus far karma has been totally subjective. You want your game to progress faster then award more karma, if not then award less. I don't see an issue here besides you just looking for things to hate.
QUOTE (Machiavelli @ Jan 5 2014, 12:07 AM)

Magic: I donīt think that i have to point out the great developments the Devs did. Direct compat spells are useless, indirect ones are not worth the drain and every GM will hate what will - no, what HAS to happen next: Mind-Control-mages everywhere. Highly specialized on maniulation spells - up to the point they canīt do anything else (because as if the mages werenīt f**ed up enough, now the defensive dice pool of an enemy can be nearly as high as yours (two attributes)) and if your opposition has a mage with spell defense, you can basically go home or order some pizza. To be at least a bit competent you still have to focus on mental attributes, so that you are STILL a glass cannon, but now - newly and improved - without a cannon....have fun!!!
Direct combat spells are not useless. They are just niche now instead of a complete no-brainer like they were before. Having indirect spells being more generally effective has made Shadowrun magic more thematic, which is a good thing.
Mind control mages were MORE overpowered in 4th ed than they are now. I think you'll find that most people who have jumped on that concept have not actually read the rules on how mental manipulation spells work now. For instance getting 2 mental stats to resist is a massive improvement and being able to shake the effect is also new.
QUOTE (Machiavelli @ Jan 5 2014, 12:07 AM)

Spirits: If i havenīt overread something important, spirits a still a high risk to summon because of the drain. Low-level-spirits are still useless in combat and high level spirits can now be blown away with a common gun, because the damage codes of the weapons were improved SO MUCH, that even a heavy pistol will automatically bypass the ITNW. Auto-successes really donīt better the situation and a force 6 spirit, hurt by a Ares Predator (without armor piercing ammo) is just wrong.
I think people have lost perspective on how good spirits are. It gives you a sentient follower who can potentially use magic, move through walls, fly and have excellent durability which you can summon with one action. They are better than any single spell by a country mile........... and you hate how they're no longer virtually immortal to non-casters? Jeez.................
QUOTE (Machiavelli @ Jan 5 2014, 12:07 AM)

Rituals: I have to PAY to know a ritual? Karma? From what karma? The one that has been reduced already? The one i have to invest in double-high skills? Now i even donīt know how to summon a Watcher anymore? Or a ward? Things that have been basic knowledge in prevoius editions? Sorry but i donīt get it. How often do you use Ritual Spellcasting? Or a Watcher? It is NEVER worth the costs. Donīt even think about the TIME the need to finish the ritual. Circle of Defense that will be completet after [force] hours? What use should this ritual have? If it would be a Dresden-files-circle-in-a-second....ok. But hours? Useless bull***t, but HEY....THANK YOU FOR OPTIONS...Options that will NEVER be used because of stupidity. Thank you for even more useless watchers, that will now rather be replaced by force 1 spirits.
I'd suggest that if you were up with your mechanics that force one spirits are actually quite hard to summon and that is probably why they have made watchers a ritual, but that aside I actually kind of agree that perhaps this is not a virtue of the system, although circle of healing is a nice ritual.
QUOTE (Machiavelli @ Jan 5 2014, 12:07 AM)

Echanting / Reagents: read the rules or believe me that it is useless to need hours to make a preparation that will last minutes, (unless you spend karma that you donīt have) and you save a lot of time. But again, THANK YOU FOR THE OPTIONS...if you play a game where your alchemist-lab is located in a van, so that the mage can prepare the useful stuff on-time and can jump in action right after finishing the preparation..it may be different. I still wonder how you will get that van into the high-security-office on the 120th floor you have to inflitrate, but hey....i am sure for every other playing group this is common business....NOT.
Enchanting was more useless in prior editions. It certainly needs some clarification but your description is full of hyperbole. It doesn't take hours to prepare but actually minutes. It doesn't last minutes it actually lasts hours before it even starts to lose potency. When you use the preparation it does actually only last minutes then but how long does it have to last? A combat turn lasts 3 seconds. The benefit of removing drain from combat (and possibly even sustaining penalties, although this pushes the whole thing into over-powered status and needs to be clarified) is simply awesome and easy to manage.
True you can't make 50 of them now and start using them next week but that doesn't make alchemy useless, it just makes it a strategic resource.
Personally, I don't like it, but it's easily ignored just like I assume you have been in 4th edition anyway?
QUOTE (Machiavelli @ Jan 5 2014, 12:07 AM)

Wireless: What did they smoke as they came to this solution? Did a guy from the Shadowrun-Police stay behind them with a club, forcing them to do SOMETHING, no matter if it makes sense? And in the overall panic they came to this rule? Guys: The meaning of a smartlink is to give additional dice. Now the MAIN-PURPOSE only works as an addition? An addition that makes you vulnerable to attacks? Bull***t. And hardware damaged by hacker attacks? Wonder how this can happen. But logic doesnīt seem to be the strong side of these guys. Maybe they shouldnīt have fired all the competent employees and freelancers and keep the game-balancing to guys who know the game.
Again, this is a viewpoint generated by people who read the rules and saw the implications to their favorite OP street-sam. The intent of the system is that deckers are rare and should not pose much of a threat to Runners out in the real world. Corporate deckers are too busy guarding nodes to be patrolling corporate grounds waiting to brick Shadowrunner cyberware, especially as a deck that isn't completely worthless costs about $150k. On the flip-side the new marix protocols took 99% of hackers out of the game, so NPCs should feel quite comfortable leaving their wireless on for the benefits. Not only that but if you slave all your gear to a good comlink (or your deckers deck) it's very hard for a decker to touch your stuff and you will know when they are doing it. They basically have to be within 100m to do it to you and have to have spotted your devices in the matrix previously (not just randomly find them online). There are some issues when perhaps a decker becomes familiar with your gear and escapes combat they can THEN find your stuff online but they will have to worry about noice and the GOD (if they are not corp sanctioned) and other hacking duties that don't go away.
The rest of the arguments about wireless are driven by realism, which I don't care about because I play a fricking vampire in the future. Realism need not apply. If you just let the wireless system be what it is it works fine. You may even find that someone might actually want to play a decker which hasn't happened since about 2nd Ed I think in most people's experience.
QUOTE (Machiavelli @ Jan 5 2014, 12:07 AM)

Mystic Adepts: So you really wanna tell me, that i can be a mage AND a FULLY CAPABLE Adept at the same time, WITHOUT negative consequences? Please tell me, WHY the hell somebody should play a common adept anymore. IIRC the mystic adepts had been called overpowered in SR4 and THIS is your solution? Aha...ok.
I agree this needs some work. I think Mystic adepts needed to be improved from 4th Ed but they are definitely too good now. Some minor tweaks will do that. Still not a terminal issue for the edition though.
QUOTE (Machiavelli @ Jan 5 2014, 12:07 AM)

Elemental-Attack: only magic meters? Really?
Maybe a little short. LOS with no range penalty was too good though.
QUOTE (Machiavelli @ Jan 5 2014, 12:07 AM)

RESULT: See first line of my post. If previous books donīt fix the system massively, SR5 is the worst system that has ever been published. Sometimes it looks to me, that they wanted to purchase the license for Cyperpunk 2077 but couldnīt get it. So they reduce the magic-part of SR over time until it is the same. To the devs: Guys...SR is a game-world WITH MAGIC. MAGIC IS POWERFUL, OTHERWISE IT WOULDN`T BE MAGIC. DEAL WITH IT FOR GODS SAKE!!!
That's clearly not the case. Shadowrun has much better penetration than Cyberpunk which I think no-one has played since about 1990. So for this edition is the best one they've ever made. Deckers are back, cool and playable. A mage can choose other spells besides stun/power/bolt/ball now which is awesome! This is by far the best edition to date.
NOTE: People considering the switch, the pdf is $20, hardly a big deal. Just get it and give it a read. Don't take negative opinions on forums too much into account. No matter what the topic, negative opinions are always over-represented on internet forums because most people happy with a product are too busy being happy with it to come here and tell you about it