From: | Mark Fender markf@******.com |
---|---|
Subject: | SR2 v. SR3 [was: Re: Deciper press release link] |
Date: | Fri, 10 Sep 1999 11:38:36 -0500 |
> at a
> > > convention), and you were interested in picking up the basic book to
> start
> > > a game of your own. BUT... Wait! YOu need to pick up these two
> books
> > > since the systems in the Shadowrun 2 book are obsolete.
> > >
> >Someone mentioned this earlier but a SR2 Expanded would have sufficed.
> >Replace the appropriate sections with the new Matrix and Rigger rules,
> bound
> >it in a hardcover, and, voila!, a brand new book that would get snapped
> up
> >by a good percentage of the SR gaming population, as well as those
> newbies.
>
> Okay, so you throw in a little bit of different artwork and change the
> typeface, and change the name to SR3. So what's the difference between SR2
>
> Expanded and SR3? What you suggested is a big part of what they did for
> 3rd
> edition.
>
Except that along with SR3, they changed some niggling little rules, changed
initiative, and changed character creation. Not just a few small changes.
Not to mention that we're then induated with products of stuff already
published that needed to be published again because they changed editions.
It's not just a $30 investment. It becomes a $66 investment (based on buying
SR3, MitS, and SRComp).
> >[snip]
> >
> > > And, since we have to make these chages anyways, lets clean up the
> system.
> > > Fix some of the stuff that's been driving all the Shadowrunners out
> tehre
> > > nuts. Magic is one big mess, only the super-cyber-sammies like the
> > > initiative system, and most groups have about 30 house rules to fix
> all
> > > the
> > > stuff that simply doesn;t work, or is down rigt broken.
> > >
> >Well, I guess I'm atypical for this list, but I'm not into gaming the
> >micromillmeter difference in your ammunition that make a whole heck of a
> lot
> >of difference, nor was I into analyzing the very substance of the Astral
> >Plane, so I guess all these little fixes were lost on me. What were they?
> >What changed? I guess I missed those in my quick read through of SR3. I'd
> >love to be proven wrong on this, seeing as how I've already purchased the
> >book.
>
> They really didn't do anything with the differences in ammuntion. They
> changes the way magic worked a bit so there were less gray areas around
> astral space. No more problems with grounding, wards are easier, physads
> were improved more for their playability. They are a lot of small little
> changes that give a better feel to the whole feel. IMHO there's a good
> chance that if you have any problems with magic in SR2, they were fixed in
> SR3.
>
Sorry, never had any problems with magic in SR2. But, like I said, I'm not a
niggling little rules-lawyer so I probably missed the fine points. My loss?
I doubt it.
> If you already have the book, I'd suggest that you read through it again.
> There are a lot of good things in there.
>
But, but it's so thick!! Does anyone have any definite magic changes they'd
care to mention?
> >