First off, balance. SR5 has done a very good job of fixing a lot of the persistent holes in SHADOWRUN over the years (Quickness/Agility as the God Stat, for example). Pretty much all the various rules run off the same "engine" as it were, so for example decking/hacking doesn't feel like a mini-game with little relation to the rest of the rules. The system has a lot more support now through online supplements than it did in previous editions (CGL was releasing 1-2 new mini-sourcebooks a month for SR4A up until the end and the organized play Missions adventures go up very regularly). A lot of the SR2 books you own are still valuable resources to use in the game. You can't use any of the stats for NPCs or gear, but any of your sourcebooks on locations (Aztlan, Tir Tairngire, Denver, etc.) can still be INCREDIBLY useful (I used my old 1st Ed sourcebooks all the way up until planning my SR5 campaign). Also, your adventures can still be used with minimal fuss - just remake the NPCs, restat any Matrix stuff to the new system, and adjust any skill challenges. All the maps, fluff, plots, etc. can still be used and there are some AMAZING adventures for the older editions.That sort of brings us around to an interesting sub-question.
Assume that I've got a whole stack of books for 2nd edition Shadowrun. Why should I invest in 5th? What specific changes are attractive?
From 2nd to 5th is quite a big jump.
The main change was the Matrix. Since 4E it has become wireless to keep up with the real world technology and also in an effort to keep the party together instead of having nearly all of the PCs on the frontline while the decker was sitting in a basement miles away.
It has to do with the fundamental changes to how the Matrix works since 4th Edition. The Matrix is now wireless, so you can connect when you're out and about. AR is a big thing now too (which is Augmented Reality, sort of like how Google Glasses work today) and pretty much everyone uses it. But deckers can hack from AR as well.If the decker is busy with the matrix, how is he also *active* on the front lines? The issue I had was not so much of physical presence, but of ability to act in the same universe. The decker is acting in the full simsense of matrix. Surely he can't dodge real-world bullets or spells worth a good gosh darn.
The system has a lot more support now through online supplements than it did in previous editions
Also, your adventures can still be used with minimal fuss - just remake the NPCs, restat any Matrix stuff to the new system, and adjust any skill challenges.
If you're curious and don't want to drop the $20 for the PDF just yet,,,
The Matrix is now wireless, so you can connect when you're out and about.
AR is a big thing now too (which is Augmented Reality, sort of like how Google Glasses work today) and pretty much everyone uses it. But deckers can hack from AR as well.
It's already been said, but again:
System: 4th Edition
Storyline: 2nd Edition
I'll be honest - online support isn't a selling point, for me.
Okay, so, in other words, you have to rework *all* the mechanical bits in the modules. That's not exactly minimal fuss. Not that I expect backwards comparability three editions back, but this is kind of like saying your old gas car will work on a futuristic highway, just so long as you swap out the engine for a new electro-inductive engine...
See previous note about not being big on online support. If I drop cash, it'll be for a print product. I don't want to have a computer between me and my players.