Shadowrun fourth edition extends and reinvents Shadowrun. While still recognizably the same game, the execution is refined and more than a few concepts have changed.
Re: [RPG]: Shadowrun Fourth Edition, reviewed by Hurtfulpotato (4/4)
Great review. I love your writing style.
Quote:
SR4 is a game in which, by default, Players will play Shadowrunners, who are Horrible People that Shoot People Right in the Face for Money. They will form Extravagant Plans, something will go Completely Wrong, but they will Improvise and get Paid Anyway.
Re: [RPG]: Shadowrun Fourth Edition, reviewed by Hurtfulpotato (4/4)
Quote:
Originally Posted by Krypter
Great review. I love your writing style.
Definitely Quotable.
I think I'll try this New Coke.
Thank you very much. I'm very much looking forward to my new campaign in which I'll be highlighting the disconnection between the PCs and functional members of society. The third session, hopefully, will have them (spoilered for my players)
going to buy some groceries in the middle of the afternoon.
Quote:
Originally Posted by Michelle Lyons
I sure hope not. Otherwise they're not paying me nearly enough. Trap construction costs extra.
If it were a trap you wouldn't tell us, would you?
While you're (presumably) reading this thread, who was the person responsable for the uniformity of the writing in SR4? One of the things that impressed me was how the writing was consistent and restrained where most RPGs jump obviously between styles and voices without regard to pretty much anything.
"Gone is the unique priority system in favor of a point buy build. Starting characters are required to generalize somewhat, and a short list of merits and flaws are right there in the core book."
Actually, though it never appeared in a core book, there's been an optional point-buy system in place since the first Shadowrun Companion, along with a system of Merits and Flaws. It was revised for Third Edition when the Shadowrun Companion was updated to accommodate the change in editions. It was never exactly unique, either, as FASA's Mechwarrior used a similar mechanic before Shadowrun was written. Still, Shadowrun's priority system was better done (Mechwarrior's system had BattleMech as a category, which is not always a decision that falls into the player's hands. And why would a House or Clan award an Assault 'Mech to a lackluster Mechwarrior?).
Personally, I think the change is for the better. Characters were a lot more customizable in the old editions with point-buy, and this one's probably no exception. I've had some reservations about the new edition, as I thought Third was a step in the wrong direction (too many skills were broken up into five or six new skills, sterilized and sketchy writing, and the comic-book hero color plates), but this one sounds like it could actually be an improvement. I'm picking it up, so here's hoping.
Actually, though it never appeared in a core book, there's been an optional point-buy system in place since the first Shadowrun Companion, along with a system of Merits and Flaws. It was revised for Third Edition when the Shadowrun Companion was updated to accommodate the change in editions.
That's true, but I wasn't considering optional rules, and the default system was still priority. Shadowrun companion was a heck of a sourcebook, though, and I'd like to see SR4's incarnation of it.
Quote:
Originally Posted by Spectral Knight
It was never exactly unique, either, as FASA's Mechwarrior used a similar mechanic before Shadowrun was written. Still, Shadowrun's priority system was better done (Mechwarrior's system had BattleMech as a category, which is not always a decision that falls into the player's hands. And why would a House or Clan award an Assault 'Mech to a lackluster Mechwarrior?).
I didn't know that, but I never played Mechwarrior. You may, at your discretion, substitute 'nigh-unique' everywhere 'unique' appears in the review.
Quote:
Originally Posted by Spectral Knight
Personally, I think the change is for the better. Characters were a lot more customizable in the old editions with point-buy, and this one's probably no exception. I've had some reservations about the new edition, as I thought Third was a step in the wrong direction (too many skills were broken up into five or six new skills, sterilized and sketchy writing, and the comic-book hero color plates), but this one sounds like it could actually be an improvement. I'm picking it up, so here's hoping.
Characters are more customizable, but that's as much due to a rebalanced system as it is to point buy. There are simply more viable choices.
The skill system is a little closer to SR2 than to SR3, as you have skill groups that can be purchased, thus avoiding mandatory specialization.
I don't know if you'll feel the writing is sterilized; my word for it would be transparent.
Re: [RPG]: Shadowrun Fourth Edition, reviewed by Hurtfulpotato (4/4)
The only thing I want to know is if they changed the damage system or not.... I always found it too clunky for my tastes, and was always the one thing that kept me from running an SR game for more than one shots. Does anyone know if the damage system has been changed?
Re: [RPG]: Shadowrun Fourth Edition, reviewed by Hurtfulpotato (4/4)
Quote:
Originally Posted by NeuroZombie
The only thing I want to know is if they changed the damage system or not.... I always found it too clunky for my tastes, and was always the one thing that kept me from running an SR game for more than one shots. Does anyone know if the damage system has been changed?
It's been altered rather than changed. The 10 box damage track is now 8 boxes plus half your body attribute.
The real change though is in the way damage works. Weapons now have a Damage Value, which is increased or decreased by ones successes when attacking or defending. One then rolls ones body dice + armour value to resist, and each hit reduces the DV by 1. Each point of DV left over equals 1 point of damage
The staging system from previous versions of Shadowrun is gone...