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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3864682" data-attributes="member: 710"><p>The rules in 4th edition are fine. </p><p>If you liked the 1st edition setting, but maybe liked it a bit advanced to incorporate more of the modern technology, you will like 4th Edition. </p><p></p><p>If you don't like combining your Cyberpunk with Magic, it doesn't matter which edition you take, you won't like it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>I like 4th Edition a lot. The fundamental flaws of the Shadowrun d6 systems have been fixed, and the system makes a well-rounded impression and plays better than ever before. </p><p></p><p>My only reservations, and I learned them only through discussion with other players: </p><p>- Streamlining the magic traditions sounded like a good idea to me. But in restrospect, the whole difference between Shaman Summoning and Hermetician Summoning made the spellcasting "classes" very different, since one performed "tactical summoning", the other "strategical". (It might be a bit akin to the difference between Warlocks and Wizards, but only in the subcategory of summoning spirits/elementals). This interesting distinction is mostly gone (and it's a bit harder to add back, since the subsystem of "spontaneous" summoning lacks features of the old system)</p><p>- The Initiative system with multiple actions per round is still in. My personal experience tells me that this can be inherently unbalancing, not only in character power, but also for the fun in playing these characters. High Initiative characters get more spot light.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3864682, member: 710"] The rules in 4th edition are fine. If you liked the 1st edition setting, but maybe liked it a bit advanced to incorporate more of the modern technology, you will like 4th Edition. If you don't like combining your Cyberpunk with Magic, it doesn't matter which edition you take, you won't like it. :) I like 4th Edition a lot. The fundamental flaws of the Shadowrun d6 systems have been fixed, and the system makes a well-rounded impression and plays better than ever before. My only reservations, and I learned them only through discussion with other players: - Streamlining the magic traditions sounded like a good idea to me. But in restrospect, the whole difference between Shaman Summoning and Hermetician Summoning made the spellcasting "classes" very different, since one performed "tactical summoning", the other "strategical". (It might be a bit akin to the difference between Warlocks and Wizards, but only in the subcategory of summoning spirits/elementals). This interesting distinction is mostly gone (and it's a bit harder to add back, since the subsystem of "spontaneous" summoning lacks features of the old system) - The Initiative system with multiple actions per round is still in. My personal experience tells me that this can be inherently unbalancing, not only in character power, but also for the fun in playing these characters. High Initiative characters get more spot light. [/QUOTE]
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