Hi guys, I just got back from PAX East today. I unexpectedly got a chance to use a friend's extra ticket and went mainly to check out the Catalyst booth and get in on some sweet SR5 action! To a lesser extent I was also interested in Crossfire, however there was a bit of a line and I never actually got a chance to play it. I did see that it seemed to be popular and always had at least 5 people playing it- good sign.
Anyway I did get a chance to play some SR5, although it was only a half hour playtest and only really covered combat rules. We chose from archetypes which were copied straight from the SR4 rulebook with no changes (notably only combat characters and magic characters, with no matrix or riggers, so I'm assuming they aren't ready to show those systems off yet.)
Each character had "limits" handwritten on the character which I think were based on attributes somehow. There were Physical limits, Mental limits, and Social limits, and they each dictated the maximum number of successes that counted towards various tests. My Street Samurai's Physical limit was 10, Mental was 4, and Social was 3. Physical limit counted towards melee attacks and also was the max damage that could be taken before automatic knockdown. For some things, notably shooting, a "gear limit" is in place, the accuracy mechanic that has been mentioned before. The Catalyst rep said that "for the purposes of this playtest all firearm accuracy is 4", so I'm assuming that might not be set in stone. Edge can be spent to break limits so I did have one situation where I got 8 successes with my Ingram Smartgun and spent edge to use all of them.
Initiative has been completely redone - instead of initiative passes you get one dice for each level of initiative boost your character has (so mundane is 1 dice, wired 1 is 2 dice, wired 3 is 3 dice, etc.) then you add the sum of those dice to your reaction + intuition. After each character has gone you subtract 10 from the initiative score and if any character still has a positive initiative you go again. Wound modifiers now also immediately affect initiative score and if your initiative gets reduced to a negative number before your turn you can lose your action.
Reaction + Intuition is now a universal defense against all attacks, even ranged. A character can declare full defense at any time and subtracts 10 from their initiative when they do so, so it's possible to declare a full defense and still have actions left if your initiative score is high.
Recoil now carries over between passes and even combat rounds, "as long as you're holding down the trigger" the Catalyst rep explained, so you need to take a break from shooting to reset your recoil score.
Magical characters can now cast spells as simple actions with a mechanic called "reckless spellcasting", but add +3 to their drain when they do so.
Anyway, it was a very brief playtest but I liked new mechanics. I would have hoped to get more information about the Matrix side of things because that's what I'm most interested in seeing change, but it seems like they're not quite ready to make the reveal on that yet. I'm probably leaving stuff out so ask me anything, that might jog my memory.