Fire in the hole! Take cover!
Seriously, you do realize that a thread like this is just a timed incendiary device, right? Just a matter of time before someone turns this thread into a flame war. I
wish that wasn't the case, I wish there was no cause for self-censorship, but certain topics on Dumpshock are pretty much undiscussable thanks to a well entrenched heckler's veto. I hope we can change that, but I'm not confident.
As for your post...
QUOTE (Summerstorm @ May 30 2009, 08:49 PM)

Ok, now i borrowed the books again and thought: Hm what was wrong with it again? I just power-read them, created a few chars and such. And..... well: Do you know the feeling when you have loved something as a child (or teenager) and you see a new improved version of it and it is horrible? You know... this bad feeling on the heart, the cramped pressure on the chest?
To me, it was the difference between playing checkers and chess. I had mastered SR3 chargen to the point where it was no challenge at all to create godlike characters coming out of chargen. You couldn't make someone who was literally maxed out, but you could make them so close to maxed out that it didn't matter. The only reason to play a well built streetsam after chargen was to accumulate karma pool so you could go from godlike to invincible. Blah. SR3's chargen had such a high base starting level that I knew many people who intentionally gimped themselves just so they could have "room to grow." If you didn't gimp yourself, there would be very little such room, unless you were a mage.
SR4 stripped away a lot of no-brainers, it made me think. Skills were more expensive, and also more expansive -- now you needed to buy a whole group to cover what used to be within Stealth, you needed to buy Perception instead of it being a derived stat, you needed to buy a defense skill instead of it just being a derived pool... The only thing that shrank in skills was the number of firearms skills, but that's small consolation. In SR3, your character could be nearly maxed out in one area and still well rounded. In SR4, if you're close to maxed out in one area, you are going to have at least one glaring flaw, if not more. You'll have holes in your sheet to work on no matter what. Every character in SR4 has room to grow, even without intentional gimping -- you might not have a reason to increase your social skills as a pornomancer, but you can bet there will be attributes you left gimped, or skills you didn't acquire, that could serve you well as your character progressed.
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I for one will try to get the shamans and magicians seperated again, especially their spirits. I always liked the difference between their methods of summoning, and their different costs and uses.
This was one of the best things SR4 did. Magic was a MESS under SR3. They created whole new mechanics for no reason. It was arbitrary. It was ok when there were just hermetics and shamans, no biggie. But then they just piled them on willy nilly. You had houngans, wujen, psionics, and I forget what else, all of whom had completely different magic, all for no reason. Why did voodoo get its own system, but not, say, chaos magic? No reason. The SR4 magic system is unified, and not random. Everything is under one system, no matter what kind of magic you practice. And you can very easily make your own traditions by tweaking things here and there. There is honestly not one advantage that SR3's scattershot magic mechanics had over SR4's, except maybe flavor. But if the flavor makes everything that messy, it might be better to leave it out.
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Also i find the hardcap of attributes and skills... laughable. (Let's say a Initiated magician with power foci and stuff has a magic rating 12, he overcasts magic on power 15 or so... can pretty much explode houses at will... but he cannot give a human the strength of a troll?)
Yeah, he can. Increase Attribute states no limit on how much it can increase an attribute. Most stats are indeed limited by their augmented max, but not when pumped up by an Increase Attribute spell.
A little known fact is that SR3 also had a hard cap on attributes. It was, in fact, the same hard cap we have now -- 1.5x natural max. The thing is, the text in the book that was supposed to prevent you from augmenting beyond the augmented max was horribly written. It was so botched that most people didn't realize what it was supposed to mean. FASA admitted as much, but allowed that those who wanted a higher power game could ignore the hard caps. That's still true in SR4, you can ignore the hard caps if you feel like it, the only difference is that the rules now say what they mean.
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Initative: All people get their action in the FIRST initiative pass and AFTER that all faster people keep going? WHY??? It is completely possible (but unlikely), that an unmodified (but fast) guy can shoot a Move-by-Wire Dude in the face, before that dude can do anything. And after that he ceases to do anything, while the faster people do stuff. This is completely turned upside down.
I don't really get this comment. You explained it, right? A guy could start with Reaction 1, and get wires. Then a fast guy without wires could still go first and shoot him. Why? Because wires enhance your existing reflexes, if they suck, then they still suck after the wires. This was true in SR3 as well. If you add on Wired Reflexes 2 to a guy with Quickness 1 and Intelligence 1, he's likely to go after a guy with Quickness 6 and Intelligence 6 and only 1d6 initiative. So, it's not even different from SR3.
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The use of ONLY dices as modifiers. No open tests anymore, no modifiers to the difficulty? That takes so much sweet complexity and realism (And still isn't really a faster system now) This mechanic i completely dislike.
There are modifiers to the difficulty, they're both thresholds and modifiers. The difficulty is in fact a lot more scalable in SR4. In SR3, once the TN went beyond 8, the chances of success became infinitessimally small. Higher TNs became exponentially more difficult beyond that point. SR4 has a linear difficulty scale, there is no sudden jump between difficult and impossible, it is one smooth scale of difficulty. And realism? You think the word realism applies to a system that tries to represent the entire world using only the humble d6? Really?
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And many, many more things: Why is Move-By-Wire completeley harmless, better than wired reflexes but only a tiny bit more expensive?
Technology advances. I'd be miffed if it didn't. I think that SR3 had way to many "you can't have this" choices printed in the book. Honestly, why even print up move-by-wires? Too expensive for any runner, and also deadly. You'd never ever use that. Cyber in general had massively inflated costs, even though the average wageslave earned like 20,000 yen a year, your normal streetsam had about 1 mil of ware. And if he had acquired it paying street index, it would have been vastly more. If cyberware is something that punks on the street have, you can't have it costing more than a runner makes in his lifetime. If cyberware is something you hope to see appear in a game, you can't make it expensive and also deadly. Old move by wires were a waste of page space, fluff for fluff's sake. The only time they'd get used is when the GM made a cyberzombie. I like that there's now a reason for them to be in the book -- better than normal wires, but a lot more expensive. And I'm not sure where you're getting tiny, they're more than twice as expensive. 30k is not a paltry sum any more, even though it was in SR3.
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Why is a cyberzombie not so "bladder releasing" terrifying as a foe anymore?
I'm not sure what you mean, they're still quite nasty, not much changed as far as I can tell.
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Where are the boosted reflexes?
Antiquated tech that no longer made sense given SR3's change to the initiative system. They were redundant, and in cleaning up extraneous stuff, the SR4 team got rid of them. Good riddance.
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Why are the availabilities of gear like in a bad MMORPG?
You mean, why is it possible to get gear, instead of it all being like 1000 days and 100x street index? Maybe because the gear in the book is for players to use and have fun with. I was exasperated with SR3, filling page after page with ways for the GM to kill us, things that we'd never get to put our fingers on. Rigger 3 was the worst offender -- warships? Give me a break. I want to pay for product I can use, not random background tech that will never appear in my game.
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The "vanishing" of elemental manipulation spells... which became the "indirect" combat spells.... this is just grrrr. (I wanted to make a sustained, aimable stream of elemental damage, it was possible in SR3, but now??? I work around it now with a kind of "elemental wall" spell, and hope the GM will take my solution.
Manipulation is perhaps the most powerful school of magic because it contains mental manipulations AND physical manipulations, allowing you to do a huge range of things. And SR3 combat spells were comparatively very limited. They made combat spells better, and manipulation spells more balanced. I'm not sure what you mean by a sustained elemental stream, either. None of the old elemental manipulations worked like that. Unless the stream was just a tinkle of fresh spring water, any spell that sustained an elemental stream at something would be instant head exploding drain. Elemental manipulations were (and still are) horrendously dangerous to cast, and that's without adding sustainability to them.