Download PDF Shadowrun, Fourth Edition
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Shadowrun, Fourth Edition
Download PDF Shadowrun, Fourth Edition
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Product details
Hardcover: 352 pages
Publisher: FanPro; 4th edition (October 30, 2005)
Language: English
ISBN-10: 1932564667
ISBN-13: 978-1932564662
Product Dimensions:
8.8 x 0.8 x 11.2 inches
Shipping Weight: 2.7 pounds
Average Customer Review:
4.3 out of 5 stars
36 customer reviews
Amazon Best Sellers Rank:
#743,781 in Books (See Top 100 in Books)
My original copy was rebound yet still falling apart. My group likes this version, so I picked up a new copy of the 4th edition core-book for them.
This version continues with the heart of Shadowrun's earlier editions (I have played versions 1, 2 and 3) and refines a number of rules.1) Rolls are more straight forward and common across magic, shooting, etc2) Telecommunication, matrix and rigger technology is considerable refined to be more realistic with what might be given current technology. (This promotes deckers to actually join the team on some runs).3) Technomancers have been added from the novels.4) Build points, as well as qualities, provide the ability to have characters that are more diverse and still balance. All Archtypes have been built to the standard 400 BP.My one negative thing to say is that we jumped from 2064 to 2070 with little idea of what happened in between.While the characters are less powerful compared to previous editions, I find them to be better balanced. A GM who wants to have characters more comparable to earlier editions (in terms of starting power) need simply adjust the beginning build point value upwards.While characters from earlier editions will need come tweaking to be compatable with 4th edition rules, this is unavoidable due to the positive changes to the rules and technological advances.. Much like comparing that 386 computer you have in the garage to the one you use now, some upgrades are definitely worthwhile.----Point of note regarding mathmatics and probability. In an earlier review it was stated that the changes to the rolls resulted in a 33% failure rate "at a standard task for a character with an average attribute and adequate training in a skill". That is not correct. If an unskilled (skill level 0) person with an average attribute (3) attempts a basic test they have a 20 in 36 chance of success. 2 dice for 5 or 6 (-1 dice for defaulting).If an average person (attribute 3) who is a beginner at a skill (level 1) attempts a simple task (threshold 1) they get 4 dice and need only one 5 or 6 for success (about 77% chance of success).The skill checks are easily modified to difficulty or detail by threshhold while retaining a reasonable range of probability based upon natural aptitude and skill.----
I first encountered Shadowrun when it was still in its first edition, and I really liked the concepts. Now, in its 4th Edition, it's updated and expanded on that beginning and really done a great job on bringing even more life to this fantastic techno-fantasy world.
I played the original Shadowrun. And, I am a runner. I've ran for 30 years. And, I'm still running and playing.
I was very happy with the book. I thought that the product might not be in as good condition as it was, but it exceeded my expectations. Thanks
Shadowrun has always been about change, adaptation, and growing from the issues of the past. With each new edition that has arrived since the game's conception back in 1989, a new set of rules, more stream lined, more focused on fun rather than rule mongering, has arisen. Shadowrun 4th edition is the biggest rule change yet.Vet's to the game who enjoyed the game for it's rule's, not it's gaming world, have voiced their distaste for the game. I myself was very skeptical of these completely new rules. Let me clarify now, this game has indeed evolved, and these new rules are a step in the right direction. Players of games like Vampire: the Masquarde/the Requiem, Werewolf: the Apocalypse/the Forsaken, and other World of Darkness 1.0 and 2.0 games wil find these rules a bit familiar and comforting.Dice tests are no long single skills with the hopeful adding of a combat or specialty dice pool. Instead, tests are made combining attributes and skills into a combined pool, and all tests aim for the same Target Number "Hit" of 5. Modifiers just add or take away dice now, and the rule of one has been completly reworked.Thus, all vets to the game line will have to learn a whole new set of rules if htey want to stay alive in the shadows, but that's something they should be used to, adaptation.New Gamers will find these new rule sets much easier to approach than the older sets. While it feels like character creation is more complicated (which is something shadowrun has been known for), gameplay is smoother, the game suffers less from the same old "specialty classes getting so much alone time while they do their thing and everyone else gets a big break". Instead, with augmented realty (a trend most sci fi groups seem to be taking these days in Cyberpunk games and stories), groups find their Matrix has joined them in the real world.The reason this game loses a star is because there is a standard warning of skepticism. Vets should be warned of the issues with the changed rules. If you loved the rules system and not the game, this isn't an edition you want to pick up. If you want to adapt, and learn a more stream lined system, pick this book up, or go buy the PDF eBook and debate if it's worth your money to buy the physical book follow up.
Arrived quickly and as described. Thank you.
For anyone looking for your RPG Needs, I definitely recommend this item. Future is yours with cyberware and death dealing lollipops!
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