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Shadowrun 4e - Some quick questions
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<blockquote data-quote="Switchblade" data-source="post: 4199556" data-attributes="member: 56246"><p>I ran a mini campaign to test the rules when it came out, ran for about 6 games, it's been a while but this is what I remember:</p><p></p><p>The basic rules are no more simple than 3e, but the matrix and magic is far simpler and dispite not knowing the rules at first the game flowed quite quickly so this was a plus.</p><p></p><p>Lethality: No where near as lethal. Properly armoured combatants will rarely take physical damage as the armour shifts it to stun if they take anything at all against most foes. As there are hard dice caps on stats and skills and the way hits works even the best shot in the world is unlikely to take down someone using a pistol. There is no longer rules for permenant injury/organ failure etc so Deadly wounds are far less of a consequence. The healling time is stupidly fast and costs are cheap so taking a deadly is less scary and becomes just a minor detail.</p><p></p><p>There is no room for progression. As skills are capped at 6 (7 for one skill with a merit) you can start as skilled as you are EVER going to be. I don't think anyone even bothered to spend their Karma. While starting money has dropped so have costs so you still start out pretty tooled up, though fortunately not so much as a 3e 1 million nuyen street sam but when there is no skill progression who cares?</p><p></p><p>Magic.</p><p>As the Arch Chancelor said - bland. Simplified but far less interesting, even with the magic book.</p><p></p><p>Matrix.</p><p>Far less interesting. Simpler but achieves less and doesn't actually intergrate that much better.</p><p></p><p>Rigging</p><p>See matrix.</p><p></p><p>Generally we found that all the PC's were technically (a) the world best in their chosen spheres and (b) due to the skill caps and hits system unable to do even that very well.</p><p></p><p>I think one player quite liked the system and didn't mind either 3 or 4ed and the other 3 of us greatly prefered 3ed.</p></blockquote><p></p>
[QUOTE="Switchblade, post: 4199556, member: 56246"] I ran a mini campaign to test the rules when it came out, ran for about 6 games, it's been a while but this is what I remember: The basic rules are no more simple than 3e, but the matrix and magic is far simpler and dispite not knowing the rules at first the game flowed quite quickly so this was a plus. Lethality: No where near as lethal. Properly armoured combatants will rarely take physical damage as the armour shifts it to stun if they take anything at all against most foes. As there are hard dice caps on stats and skills and the way hits works even the best shot in the world is unlikely to take down someone using a pistol. There is no longer rules for permenant injury/organ failure etc so Deadly wounds are far less of a consequence. The healling time is stupidly fast and costs are cheap so taking a deadly is less scary and becomes just a minor detail. There is no room for progression. As skills are capped at 6 (7 for one skill with a merit) you can start as skilled as you are EVER going to be. I don't think anyone even bothered to spend their Karma. While starting money has dropped so have costs so you still start out pretty tooled up, though fortunately not so much as a 3e 1 million nuyen street sam but when there is no skill progression who cares? Magic. As the Arch Chancelor said - bland. Simplified but far less interesting, even with the magic book. Matrix. Far less interesting. Simpler but achieves less and doesn't actually intergrate that much better. Rigging See matrix. Generally we found that all the PC's were technically (a) the world best in their chosen spheres and (b) due to the skill caps and hits system unable to do even that very well. I think one player quite liked the system and didn't mind either 3 or 4ed and the other 3 of us greatly prefered 3ed. [/QUOTE]
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