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Shadowrun v4 - Your Experience
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<blockquote data-quote="Ashrum the Black" data-source="post: 3593105" data-attributes="member: 1585"><p>Hmm, I've played first and second edition SR extensivly, but dropped out around third edition and only played that system once. I suppose it really depends on what parts of the "flavor" of past editions are important to you. For me, I truely dislike the moves with the magic system to combine the Shaman and the Hermetic. Flavor and fluff wise it just doesn't do a thing beyond irritate me to no end that my "hermatic mage" now has the wise warrior totem ... I mean mentor spirit. Add in the fact that why this is changed from previous editions really isn't addressed within the main book and I'm just not pleased with it.</p><p></p><p>So fluff wise some of the changes are to me are truely irritating. </p><p></p><p>I've mentioned the hacking system has greatly changed as well. For the most part changes to the system to include wireless technology more make A LOT of sense. But then they just stop, and I'm left wondering why big bad Aztechnology decided to leave a wirelessly controlled lock on the door to their secret McGuffin. So examples, and some idea of how it all fits together with exisitng technology would have been a great use of space within the book. </p><p></p><p>I work in the tech field, and in a R&D lab I support there were machines over ten years old. In business, technology just doesn't change that quickly, and if the wires still exist to the maglock, why would I replace them? Besides, a wirelessly controlled lock would have to give any security designer fits. Give me a decent reason and some fluff to back it up, and I'd probably be a lot better at accepting it. But for now, I just grin and go with it. </p><p></p><p>As for the actaul mechanics you're still rolling a fist full of dice, and counting successes. All of which feels very SR. The modifiers feel a little more like WW now, but the flavor is still there. Mechanical silliness can definitly exist within the new system, such as the problems with a high body troll taking a good amount of damage but feeling okay, and having the human take the same damage and racking up the same dice pool mods but be close to death. I think the damage track system tended to work a little nicer to account for this, but no system is perfect.</p><p></p><p>The feel of SR is still there, combats are fast and brutal. Geaking the mage first is even more imporatant then ever. But some of the changes made just seem to rub this old time player the wrong way. I'm not changing them, because I'm not about to start trying to teach the new system to new players and then unteach them what I don't like. </p><p></p><p>My greatest praise of the system is the ease of the mechanics and the simplification of the system. Which is also my greates complaint. </p><p></p><p>Ex: Removing the concealibilty of gear and just using base numbers for styles of equipment is a simplification. But to my mind they are an over simplification. I'm left with some task just feeling way way to easy to do, and because everything is so simplified down, not a lot of wiggle room to deal with it. Without rewriting how the task is done from the ground up at least.</p><p></p><p>I'm hopeful that as the rest of the "core" books are released most of these issues will be addressed, and some of the granuality of the old systems will be added back in. After all, working fomr just the mainbook was lots of fun with the old editions, but it was limited until the other books were release. In the mean time the new system is very good at capturing the feel of old versions of shadowrun. </p><p></p><p>-Ashrum</p></blockquote><p></p>
[QUOTE="Ashrum the Black, post: 3593105, member: 1585"] Hmm, I've played first and second edition SR extensivly, but dropped out around third edition and only played that system once. I suppose it really depends on what parts of the "flavor" of past editions are important to you. For me, I truely dislike the moves with the magic system to combine the Shaman and the Hermetic. Flavor and fluff wise it just doesn't do a thing beyond irritate me to no end that my "hermatic mage" now has the wise warrior totem ... I mean mentor spirit. Add in the fact that why this is changed from previous editions really isn't addressed within the main book and I'm just not pleased with it. So fluff wise some of the changes are to me are truely irritating. I've mentioned the hacking system has greatly changed as well. For the most part changes to the system to include wireless technology more make A LOT of sense. But then they just stop, and I'm left wondering why big bad Aztechnology decided to leave a wirelessly controlled lock on the door to their secret McGuffin. So examples, and some idea of how it all fits together with exisitng technology would have been a great use of space within the book. I work in the tech field, and in a R&D lab I support there were machines over ten years old. In business, technology just doesn't change that quickly, and if the wires still exist to the maglock, why would I replace them? Besides, a wirelessly controlled lock would have to give any security designer fits. Give me a decent reason and some fluff to back it up, and I'd probably be a lot better at accepting it. But for now, I just grin and go with it. As for the actaul mechanics you're still rolling a fist full of dice, and counting successes. All of which feels very SR. The modifiers feel a little more like WW now, but the flavor is still there. Mechanical silliness can definitly exist within the new system, such as the problems with a high body troll taking a good amount of damage but feeling okay, and having the human take the same damage and racking up the same dice pool mods but be close to death. I think the damage track system tended to work a little nicer to account for this, but no system is perfect. The feel of SR is still there, combats are fast and brutal. Geaking the mage first is even more imporatant then ever. But some of the changes made just seem to rub this old time player the wrong way. I'm not changing them, because I'm not about to start trying to teach the new system to new players and then unteach them what I don't like. My greatest praise of the system is the ease of the mechanics and the simplification of the system. Which is also my greates complaint. Ex: Removing the concealibilty of gear and just using base numbers for styles of equipment is a simplification. But to my mind they are an over simplification. I'm left with some task just feeling way way to easy to do, and because everything is so simplified down, not a lot of wiggle room to deal with it. Without rewriting how the task is done from the ground up at least. I'm hopeful that as the rest of the "core" books are released most of these issues will be addressed, and some of the granuality of the old systems will be added back in. After all, working fomr just the mainbook was lots of fun with the old editions, but it was limited until the other books were release. In the mean time the new system is very good at capturing the feel of old versions of shadowrun. -Ashrum [/QUOTE]
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