I think there are good innovations in Shadowrun 5 (the magic and perhaps the Matrix (not tested)) and bad (the limits) but my main complaint is that the system is heavy, or even heavier than previous (complexity of fireshots and adding limits).
Good innovations make me want to play to SR5, but my players and me have had enough of this system crawls.
So I worked on a new system with the following objectives:
- Prune Shadowrun 5: less rolls, less dices, fewer attributes, fewer skills, etc. order to have a faster, easier and more fluid game.
- Obtain a relatively compatible system with conventional rules and equipment (scale attributes and skills, d6, damage, equipment, etc.) or at least adaptable without much difficulty.
- Keep the richness of the system and the world of Shadowrun.
Other considerations taken into account:
- There must be a difference between a professional (skill 3) and amateur (skill 1).
- Facing a troll melee should be scary.
- The conjuration is too strong in SR5 and SR4 where mages are doing everything with their spirits.
- Different versions of Shadowrun have the Qualities to integrate the characters in the Sixth World. Provide historical bases would help design a character really related to this universe.
I think I managed to do all this. The documents can be found on the SRA page of my web site (SRA = Shadowrun Alternative).
The basic principle of the system is that the skills set the threshold of the dice (2 in a skill that only the 1 and 2 on the dice are succes). That's less than we throw dice (only the attribute and bonuses) and that skills have real importance. One action = one roll. All dice rolls 'secondary' (drain, defense, etc.) are replaced by constants or removed to speed up the game. Firearmes use and Matrix are simplified.
Small drawback: it's in French (not very complicated French). Sorry for my poor English.