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7 of 7 people found the following review helpful:
4.0 out of 5 stars
Shadowrun 4th edition, new rules, same good ol' shadowy fun, October 19, 2005
I've been playing Shadowrun since 3rd edition and had gotten the rules on that down to about a dozen solid pages of rules adjustments and tweaks. So a new version was something I was hoping to see fix a lot of things. Yet to truly try it out, but so far it looks nice. Feels a lot like the Story Teller system from White WOlf in basic looks (fixed TN, amount of dice mods, # of success based, min. number of success based, attribute + Skill). But it still manages to keep the shadowrun feel alive, with a lot of gear adjusting what you can and can't do. (Though so far it looks like you need do with less then 3rd, where you could easily fill a full page with just gear from bullets to cyber implant routers). Some of that still exists (4 items are needed to get the matrix(computer network) overlay, the computer, it's OS (?!), some sort of image device like glasses, and then an image link on that device. Though some things have been streamed down, and the wireless helps a lot. Overall the biggest change is the new wireless matrix, which at first felt a little fishy and has a few holes. Not anywhere enough time has passed from a major economic and social disaster to suddenly have a massive wireless network pop up in 5 years, even if it is replacing the damaged computer networks. Using the wireless computers for ID feels... kinda risky too. THe origin of Technomancers (sort of, living wireless computers) is kinda fishy, but it works. The art is in my opinion a vast improvement too. Magic seems to have gotten a streamline... though the Turn to Goo spell already gives me shivers... So far I'm really liking it, a very 1984 twist given to Shadowrun, where vast amoutns of data about anyone quickly collect and Big Brother is everywhere. If you liked Shadowrun before, I'd say give it a look atleast. If you haven't, you might like what you see. if you haven't ever read shadowrun, it's a good introduction with everything you need to play.
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15 of 18 people found the following review helpful:
3.0 out of 5 stars
Critical Review of Shadowrun 4th edition, October 15, 2005
I have been involved with Shadowrun since 1990 and am considered something of an expert as well as a semi-obsessive collector of all things Shadowrun.
Here are my two cents.
The flavor/style/background of this product ties in directly with the past editions of shadowrun. However,the rules have been fundamentally reworked.
RULE CHANGES (Technical Information): The element of chance has been increased dramatically due to the fact that all target numbers are set at 5+ (on a d6 die). Modifiers are subsequently incorporated by adding/taking away dice for the test. Tests utilize not only skill ratings (in dice) but attribute ratings (in dice) rolled together for tests. Damage is now a standard number of "condition boxes" which changes according to opposed test results. Skills and attributes now have absolute maximums. Most individual differences in the past editions of the game (Shaman vs. Mage conjuring abilities, Bioware Body index vs Cyberware Essence, Hacker (Decker) vs. Rigger, etc...) have been made equivalent and simplified). The Matrix rules have finally been made at least semi-playable (after years of laughable attempts) These were most of the significant changes made in this edition.
MY OPINION: I have mixed feelings about this new edition. The new matrix / augmented reality rules improved this unplayable ruleset quite a bit (although they force most characters to utilize the computer interface whether they like it or not). After playtesting the new combat system, I was a bit dissappointed. The increased element of chance and +/- die modifier system produces combat with uncertain results. (i.e. Gamemaster difficulty in scaling encounters) Character generation is more enjoyable due to the ability to heavily customize characters. The reduction of all character augmentations (spells, adept abilities, cyber and bioware) to the same set of rules/modifiers was somewhat of an improvement.
Overall I would say that I am ambivalent about this new edition. It will be interesting to see if FanPro produces quality supplements for 4th edition in the future, given the simplification of the rulesets.
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17 of 21 people found the following review helpful:
5.0 out of 5 stars
Running in the Shadows, October 1, 2003
The year is 2060 and Megacorps rule the world. Governments are weakened and factions are rising that have consolidated territory for themselves. Man and machine now run in harmony from the computer generated world of the Matrix to replacing limbs or body parts for the newest, grooviest and deadliest piece of hardware. But more importantly the most Earth shattering change to life as we know it is the return of magic. The new awakening has given rise to the return of old races. Elves, Dwarves, Orks and Trolls walk among us. Magic can now be wielded like a tool by Shamans and Adepts. Mundanes are not without there own arsenal with many deadly weapons from pistols to heavy cannons. I love Shadowrun, it mixes the cyberpunk culture with Elves, Orks and magic very nicely. The combat system is a welcome divergence from the tired D20 system. This RPG game has a great setting and a good system which has given many players and GM's hours of fun. A good thing is that you can run Shadowrun just from this one book, which leaves supplements as an option not a necessity.
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