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Shadowrun 4th Edition: Helpful Hints?
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<blockquote data-quote="DogBackward" data-source="post: 4391515" data-attributes="member: 50642"><p>Well, a friend of mine's just recently given me a couple Shadowrun books for 4th edition; the main rulebook and Street Magic. Since I'm one of those guys that "gets" new systems easily and tends to learn rules and such quickly, I've been tagged as our first Shadowrun GM.</p><p></p><p>So, I'm wondering if there're any major things I should know for trying to run my first Shadowrun game, besides the rules themselves, which I'm deep into at the moment as it is. Any wierd rules I should watch out for, or odd and obscure things I should keep an eye on? I know a classless, point-based system can be fairly easily abused; how easy is it with this one?</p><p></p><p>One qualm I have, especially after spending the last month getting used to D&D 4e, is the involved nature of the system, combat being the biggest offender with upwards of three plus rolls involved for each attack, and a disgustingly huge list of modifiers and such. How hard is it to actually keep track of all that stuff while the game is running? I can see comabt bogging down being a problem with some of the guys in my group.</p><p></p><p>Anyway, just looking for some of those obvious tips that people tend to get aftera while anyway, to help things get started. Thanks in advance, guys.</p></blockquote><p></p>
[QUOTE="DogBackward, post: 4391515, member: 50642"] Well, a friend of mine's just recently given me a couple Shadowrun books for 4th edition; the main rulebook and Street Magic. Since I'm one of those guys that "gets" new systems easily and tends to learn rules and such quickly, I've been tagged as our first Shadowrun GM. So, I'm wondering if there're any major things I should know for trying to run my first Shadowrun game, besides the rules themselves, which I'm deep into at the moment as it is. Any wierd rules I should watch out for, or odd and obscure things I should keep an eye on? I know a classless, point-based system can be fairly easily abused; how easy is it with this one? One qualm I have, especially after spending the last month getting used to D&D 4e, is the involved nature of the system, combat being the biggest offender with upwards of three plus rolls involved for each attack, and a disgustingly huge list of modifiers and such. How hard is it to actually keep track of all that stuff while the game is running? I can see comabt bogging down being a problem with some of the guys in my group. Anyway, just looking for some of those obvious tips that people tend to get aftera while anyway, to help things get started. Thanks in advance, guys. [/QUOTE]
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