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Shadowrun 4e - Some quick questions
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4199513" data-attributes="member: 710"><p>We have had two playtests (I can't say it was anything more, since it where different GMs each time, and no campaigns spawned of them)</p><p></p><p>- Lethality:</p><p>I think it is as lethal as 3E. Which for me means, if you know how to optimize your character, not that much, but the death spiral is still there, and you still can fill all your damage boxes in a single round... </p><p>If your opponent has better reflexes then you, you might get to act, but you might still not survive the first round. (But this case is usually rare for Shadowrunners. You should be prepared for your opposition, and the opposition should be slower, less well armed, and surprised.)</p><p></p><p>I am not a big fan of the multiple actions per round due to reflexboosting, though. I think if we ever pick up a real 4E campaign, that might be houseruled. (I don't mind reflex-boosting being important or powerful, but it's bad for gameplay experience if some people have to twiddle their thumbs while the Street Samurais take their second, third or possibly fourth initiative pass that round.)</p><p></p><p>- Learning the rules: </p><p>The basics are simple. A lot of learning is done during character creation, when you have to figure out what all the skills you can learn do, when you select your gear (weapons, cyberware or possibly magical items). Character creation still takes a lot of time for these reasons and the fact that you're using a point-buy system. (The 3E priority system wouldn't change that much,though - a lot of the point-buy comes from selecting your gear. At least you usually won't start out with 1,000,000 Nuyen in gear.)</p><p></p><p>I think the streamlined (Or WoDisation?) dice roll system improves a lot in handling the rules. Instead of floating target numbers and variable dice pools, you only have one target number and all modifiers change the dice pool or the required number of "hits". I like that approach a lot, since it increases predictability and removes the headache caused for the DM and the player.</p><p></p><p>- Matrix</p><p>The Wireless Matrix 2.0 updates the game to the 21st century. I am not sure yet how much it improves handling the hacker/non-hacker divide activities, but it can only improve. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>- Magic</p><p>Magic is a little more stream-lined, both in rules and in game world. The divide between shamanistic and hermetic traditions is reduced. I don't mind that, but some of my players didn't like it that much, since it's also a little bland now. That might be something we'd house rule, too, if we go back.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4199513, member: 710"] We have had two playtests (I can't say it was anything more, since it where different GMs each time, and no campaigns spawned of them) - Lethality: I think it is as lethal as 3E. Which for me means, if you know how to optimize your character, not that much, but the death spiral is still there, and you still can fill all your damage boxes in a single round... If your opponent has better reflexes then you, you might get to act, but you might still not survive the first round. (But this case is usually rare for Shadowrunners. You should be prepared for your opposition, and the opposition should be slower, less well armed, and surprised.) I am not a big fan of the multiple actions per round due to reflexboosting, though. I think if we ever pick up a real 4E campaign, that might be houseruled. (I don't mind reflex-boosting being important or powerful, but it's bad for gameplay experience if some people have to twiddle their thumbs while the Street Samurais take their second, third or possibly fourth initiative pass that round.) - Learning the rules: The basics are simple. A lot of learning is done during character creation, when you have to figure out what all the skills you can learn do, when you select your gear (weapons, cyberware or possibly magical items). Character creation still takes a lot of time for these reasons and the fact that you're using a point-buy system. (The 3E priority system wouldn't change that much,though - a lot of the point-buy comes from selecting your gear. At least you usually won't start out with 1,000,000 Nuyen in gear.) I think the streamlined (Or WoDisation?) dice roll system improves a lot in handling the rules. Instead of floating target numbers and variable dice pools, you only have one target number and all modifiers change the dice pool or the required number of "hits". I like that approach a lot, since it increases predictability and removes the headache caused for the DM and the player. - Matrix The Wireless Matrix 2.0 updates the game to the 21st century. I am not sure yet how much it improves handling the hacker/non-hacker divide activities, but it can only improve. ;) - Magic Magic is a little more stream-lined, both in rules and in game world. The divide between shamanistic and hermetic traditions is reduced. I don't mind that, but some of my players didn't like it that much, since it's also a little bland now. That might be something we'd house rule, too, if we go back. [/QUOTE]
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