GlassJaw said:
I actually disagree. SR4 did change some of the core rules but they definitely maintained the SR feel. From what I've seen about 4E, the same can't be said about maintaining the D&D feel.
And while it maintained the Shadowrun feel, SR4 also cleaned up a lot of the clunky rules which resulted in a much easier and efficient system to run and play.
As a long-time Shadowrun fan, I'm also a firm believer that the system itself largely contributes to the feel and style of the game. Sure, you can play a dark future game with the d20 or other system but it will never be Shadowrun to me.
SR4 changed
all of the core rules. Sure, some similiarities remained - some of the stats still had the same names, you used point buy to create characters, you still rolled pools of d6s to resolve stuff - but the actual mechanics have very little in common with SR3 anymore. No combat pool, set TNs, a completely different wound system - and that's just the tip of the iceberg.
Though for the record, I was actually very excited about SR4, when I first heard about it - I thought that (for example) the matrix rules were too complex (or needed an alternate simplified mechanic) the magic rules too binary (characters either ended up shrugging off spells or being dead meat, depending on how they were designed, and God help you if you didn't get your Willpower to 6), and the rigging rules too clunky and unbalanced, so I loved the idea of a new edition... until it became clear they were throwing all the rules out the window, including the ones I really liked.
On top of it all, rather than come up with something new, they settled on a core mechanic that was almost an exact copy of the old WoD rules - except using d6s instead of d10s.
The only thing they kept (and actually made worse) was my least favorite aspect of the old system - the need to roll stupidly large (even bigger in SR4 than in SR3) amounts of d6s. At least in SR3, there was some point to it, because of the way variable TNs and success tresholds worked (even if it wasn't the most elegant system in the world), but in SR4, it's just a useless hold-over. The system could have been replaced by M&M style tresholds and opposed rolls, but they decided to stick with it to hide the fact there was nothing left of the old game anymore.
Hell, when they first did PR for it, they had so few things they could list in the FAQ under "What stayed the same?", they actully put down "you still roll tons of d6s" as one of the handful of answers. (most of the others had to do with the fluff, and not the crunch, too)