gleichman
2006-12-07 15:08:27 UTC
The old versions of Shadowrun has always given me problems such that it
was basically unplayable for my group. Veterans of the group will no
doubt recall posts by myself as well some excellent ones by Mary who
encountered many of the same problems.
The game has been re-engineered for its fourth edition with significant
changes. Gone is the varying target numbers (its always a 5 now).
Modifiers add or remove dice. The basic skill check is a number of dice
equal to Attribute + Skill to generate a number of sucesses. No more
dice pools as such although they have an Edge Attribute that can be
spent to add dice along with some other uses.
My impression upon reading the book was that it a uninteresting system
lacking character or really any purpose beyond just resolving a task.
The updates to the setting and even the writing seemed to lack soul-
nothing was there that made me want to play the game.
Mechanically the die system is certainly an improvement, but odds are
still difficult to determine and the huge impact of Attributes
(basically equal to skill but with wider application) still leave me
completely cold.
The published adventures online seem to be a list of the worse features
of the past with none of the good. They're intended to push the dirt of
the setting in your face, you're double-crossed at every turn, the
rails for this railroad are thick and high. No where is there an epic
or mystical feel that some of the previous adventures touched.
In short, I'm seeing no reason to buy anything else in the line and
certainly no reason to exchange my current HERO based version of the
setting for the official one.
But I thought I ask here if anyone has a different opinion or see if
anyone had a similar reaction.
was basically unplayable for my group. Veterans of the group will no
doubt recall posts by myself as well some excellent ones by Mary who
encountered many of the same problems.
The game has been re-engineered for its fourth edition with significant
changes. Gone is the varying target numbers (its always a 5 now).
Modifiers add or remove dice. The basic skill check is a number of dice
equal to Attribute + Skill to generate a number of sucesses. No more
dice pools as such although they have an Edge Attribute that can be
spent to add dice along with some other uses.
My impression upon reading the book was that it a uninteresting system
lacking character or really any purpose beyond just resolving a task.
The updates to the setting and even the writing seemed to lack soul-
nothing was there that made me want to play the game.
Mechanically the die system is certainly an improvement, but odds are
still difficult to determine and the huge impact of Attributes
(basically equal to skill but with wider application) still leave me
completely cold.
The published adventures online seem to be a list of the worse features
of the past with none of the good. They're intended to push the dirt of
the setting in your face, you're double-crossed at every turn, the
rails for this railroad are thick and high. No where is there an epic
or mystical feel that some of the previous adventures touched.
In short, I'm seeing no reason to buy anything else in the line and
certainly no reason to exchange my current HERO based version of the
setting for the official one.
But I thought I ask here if anyone has a different opinion or see if
anyone had a similar reaction.