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Shadowrun v4 - Your Experience
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<blockquote data-quote="Imperialus" data-source="post: 3594414" data-attributes="member: 893"><p>I've played 2nd 3rd and 4th ed SR and actually just wrapped up a year long campaign for SR4. It's a lot of fun, the game flows much more quickly than it did in 3rd edition and though I agree with mmu1 that SR4 characters can come up against skill/attribute caps really fast it does still allow more room for growth than previous editions did. Of course I was playing a mage who doubled as a face and mages are still karma pigs so the caps wern't as much of an issue for me.</p><p></p><p>As other posters have mentioned SR4 did do away with the arms race that was previlant in earlier editions where the only way for a GM to cope with PC's with bigger guns was to start throwing opponents at them wearing mil-spec armour. I'm GMing a PBP campaign now with some very high powered characters who have access to military equipment as a matter of routine and it hasn't broken the system.</p><p></p><p>Mages can be very powerful under the new rules and some house ruleing is probably an order. My character for example could put an end to almost any fight by simply casting Mob Mind and having opponants eat their gun or pull the pin on a gernade attached to their belt or something. While that was amusing for the first few times after I found it out it quickly became boring and my GM and I houseruled the spell to tone it down. Spirits are also very powerful especially if the mage has some money to throw at binding rituals and is willing to take a couple days of downtime between summons and overcast the binding ritual. My force 9 earth spirit was literally a tank on legs, a body of 19 with immunity to normal weapons will soak a lot of bullets.</p><p></p><p>That said though the caps do give the game a more "realistic" flavor, this isn't nessesarally good or bad, just different. Our 3rd ed campaigns had some pretty crazy wire-fu moments with elven street sams rappelling down buildings while engaged in a gunfight with Ares choppers while the Phys-Ad took advantage of the distraction to jump over a 15 foot electric fence and the sniper got a perfect headshot in on the security rigger sitting at his desk on the 80th floor. 4th ed won't see so much of that, at least not all at once and it wouldn't be routine.</p><p></p><p>Final comment is that wireless hacking is much nicer than decking. That was my biggest issue with former editions since it was essentially a completely separate game tacked on to the rest of the system. Hacking integrates the computer geeks with the rest of the team and lets the game flow much more smoothly.</p></blockquote><p></p>
[QUOTE="Imperialus, post: 3594414, member: 893"] I've played 2nd 3rd and 4th ed SR and actually just wrapped up a year long campaign for SR4. It's a lot of fun, the game flows much more quickly than it did in 3rd edition and though I agree with mmu1 that SR4 characters can come up against skill/attribute caps really fast it does still allow more room for growth than previous editions did. Of course I was playing a mage who doubled as a face and mages are still karma pigs so the caps wern't as much of an issue for me. As other posters have mentioned SR4 did do away with the arms race that was previlant in earlier editions where the only way for a GM to cope with PC's with bigger guns was to start throwing opponents at them wearing mil-spec armour. I'm GMing a PBP campaign now with some very high powered characters who have access to military equipment as a matter of routine and it hasn't broken the system. Mages can be very powerful under the new rules and some house ruleing is probably an order. My character for example could put an end to almost any fight by simply casting Mob Mind and having opponants eat their gun or pull the pin on a gernade attached to their belt or something. While that was amusing for the first few times after I found it out it quickly became boring and my GM and I houseruled the spell to tone it down. Spirits are also very powerful especially if the mage has some money to throw at binding rituals and is willing to take a couple days of downtime between summons and overcast the binding ritual. My force 9 earth spirit was literally a tank on legs, a body of 19 with immunity to normal weapons will soak a lot of bullets. That said though the caps do give the game a more "realistic" flavor, this isn't nessesarally good or bad, just different. Our 3rd ed campaigns had some pretty crazy wire-fu moments with elven street sams rappelling down buildings while engaged in a gunfight with Ares choppers while the Phys-Ad took advantage of the distraction to jump over a 15 foot electric fence and the sniper got a perfect headshot in on the security rigger sitting at his desk on the 80th floor. 4th ed won't see so much of that, at least not all at once and it wouldn't be routine. Final comment is that wireless hacking is much nicer than decking. That was my biggest issue with former editions since it was essentially a completely separate game tacked on to the rest of the system. Hacking integrates the computer geeks with the rest of the team and lets the game flow much more smoothly. [/QUOTE]
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