Post by Matt Droz on Sept 2, 2005 19:03:42 GMT -5
Okay, I'm looking through a pdf of the 4th edition book, trying to see if I want to buy it or continue on my way with d20 Shadows. Here's the lowdown of changes in the new edition:
Story wise, they jumped to 2070 and the world suffered a second Matrix Crash (caused by a rogue A.I.) and the Matrix is now wireless. Which means deckers no longer have decks, so they're called hackers again, and they can hack from anywhere.
More updates as I plow through stuff... So far, I'm leaning towards buying the book. Then again, I haven't gotten that far into the actual rules of the new edition.
For veterans of Shadowrun, Third Edition (and the first and second editions!), here’s the lowdown on important mechanical concepts that have changed:
• Dice pools no longer exist in their SR3 form. They are now attribute + skill +/– modifiers.
• The target number for dice rolls is now always 5. Yes, all target numbers. Modifiers add or subtract from dice pools, not the target number.
• Each roll of 5 or 6 is a “hit” rather than a “success.” Success is determined by the number of hits scored.
• The Rule of One is triggered more frequently, and may be triggered even when the roll is successful. See Glitches, p. 55. We feel your pain.
• The Rule of Six no longer applies, except when you are using Edge. See p. 67.
• Open Tests no longer exist.
• A new type of test—Extended Tests—has been added.
• The maximum for natural, unaugmented Physical and Mental attribute ratings is now 6 (plus metatype modifiers).
• Intelligence is divided into two new attributes: Intuition and Logic.
• Quickness is divided into two new attributes: Agility and Reaction (Reaction is no longer a derived attribute).
• Initiative is now a derived attribute (Reaction + Intuition).
• Two new attributes have been added: Edge (luck) and Resonance (for technomancers).
• Magic no longer starts at 6; it must be purchased just like other attributes.
• Bioware and cyberware both reduce Essence, but they are tracked separately and the lesser value counts at half.
• Exclusive Actions no longer exist.
• You may now purchase skill groups—groups of related skills with a cheaper bundled cost.
• All types of combat are now handled as Opposed Tests.
• Condition Monitors are no longer fixed at 10 boxes (see Condition Monitors, p. 65).
• Wound Levels are gone and Damage Codes were changed to a single Damage Value (see p. 152) and an Armor Penetration modifier (see p. 152).
• Matrix attributes and ratings are radically different (see The Wireless World, p. 205).
• Street Index, Legality, Concealability, and Weight have been removed from gear statistics in favor of simplified systems.
• Dice pools no longer exist in their SR3 form. They are now attribute + skill +/– modifiers.
• The target number for dice rolls is now always 5. Yes, all target numbers. Modifiers add or subtract from dice pools, not the target number.
• Each roll of 5 or 6 is a “hit” rather than a “success.” Success is determined by the number of hits scored.
• The Rule of One is triggered more frequently, and may be triggered even when the roll is successful. See Glitches, p. 55. We feel your pain.
• The Rule of Six no longer applies, except when you are using Edge. See p. 67.
• Open Tests no longer exist.
• A new type of test—Extended Tests—has been added.
• The maximum for natural, unaugmented Physical and Mental attribute ratings is now 6 (plus metatype modifiers).
• Intelligence is divided into two new attributes: Intuition and Logic.
• Quickness is divided into two new attributes: Agility and Reaction (Reaction is no longer a derived attribute).
• Initiative is now a derived attribute (Reaction + Intuition).
• Two new attributes have been added: Edge (luck) and Resonance (for technomancers).
• Magic no longer starts at 6; it must be purchased just like other attributes.
• Bioware and cyberware both reduce Essence, but they are tracked separately and the lesser value counts at half.
• Exclusive Actions no longer exist.
• You may now purchase skill groups—groups of related skills with a cheaper bundled cost.
• All types of combat are now handled as Opposed Tests.
• Condition Monitors are no longer fixed at 10 boxes (see Condition Monitors, p. 65).
• Wound Levels are gone and Damage Codes were changed to a single Damage Value (see p. 152) and an Armor Penetration modifier (see p. 152).
• Matrix attributes and ratings are radically different (see The Wireless World, p. 205).
• Street Index, Legality, Concealability, and Weight have been removed from gear statistics in favor of simplified systems.
Story wise, they jumped to 2070 and the world suffered a second Matrix Crash (caused by a rogue A.I.) and the Matrix is now wireless. Which means deckers no longer have decks, so they're called hackers again, and they can hack from anywhere.
More updates as I plow through stuff... So far, I'm leaning towards buying the book. Then again, I haven't gotten that far into the actual rules of the new edition.