Why I Switched to Shadowrun 3rd Edition
You learn a lot of interesting things out on the Internet sometimes, especially in the chat rooms. I have been told by a number of people that they have not switched to the new edition of Shadowrun. They cite a lot of reasons for this, and it is not my job here to criticize their decision. However, it is my job to give opinions, it is my job to write for the Graveyard, now. Thus, I feel it is also my job to explain just why I went and sold my Shadowrun 2nd Edition book after reading through 3rd Edition.
I. Creating a Shadowrunner
One of the biggest problems I had with 2nd Edition Shadowrun was the lack of skills. In my opinion, skills were what the basis of the game really was, not loading your character down with as much cyberware/bioware/magic to choke Dunklezahn. The fact the skills were so limited, meant most players took active skills only and MAYBE just one knowledge for diversity. That was it.
Under the new system, first more points are given out for the skills in the active department. Next, more points were gained for knowledges based on Intelligence. Lastly, points were given out for Languages. On average, you are talking about 20+ more points in skills for a starting character than before. Mind you, that is balanced by the fact skills cost 2 points per point above the corresponding attribute, but it isn’t that much of a detriment, when one looks at it.
Getting rid of the obnoxious skill web was part two of the equation. That thing, honestly, drove me nuts. Now, things are based on a default skill or attribute. Much better for speed of play, in my opinion. At least, you don’t have to be looking at a chart all the time.
Thirdly, and the most controversial of the changes of the skills, I liked the deemphasis on Firearms. Splitting it out to the different categories makes more diverse characters. Everyone and their brother were running around with Firearms 6 under SR2. Firing a pistol is not the same as firing a shotgun. I agree wholeheartedly with this change.
II. Combat
Here is the biggest controversial issue of them all: The changes in the combat phase. My opinion? FINALLY!
Before, in SR2, speed killed. As in, it killed any chance to have a viable character without Wired Reflexes 2 or an Increased Reflexes +3d6 spell lock. Why do I say this? Because the slower character’s player would sit in the chair, twiddling his thumbs, and by the time it came around to him, the combat was over with. Period. I know, because it happened to me.
I never saw a combat in SR2 go past round 2. Never. Thus, all combats were over in about 6 seconds. And in doing so, half of the players sat around and always did nothing. There was no choice. Synaptic 2, Wired 2 or 3, or a mage with spell lock. Physads, unless they spent all their magic points on speed, were near useless. What did this cause? Powergaming. Pure and simple. No critter had a prayer, let alone an uncybered ganger. I saw a character take out 14 gangers before they got an action. A STARTING character, mind you. I’m sorry, but I used to write for Hero Games, specifically Dark Champions. I feel Shadowrun is a gritty game, where gangers are a threat. If I wanted to play a superhero, you know where I would go. Some people like that kind of game. But please, if you do, stop bragging about your character to others, and me, kapesh?
Anyway, enough rants. The fact the combat pool refreshes only once per turn, and not once per action phase is the second major change. Combat pool was way, way too important in SR2. Now, a player has to think about how he plans on using his pool during a round, if he has multiple actions. This makes it a true pool and not a straight addition to someone’s Firearms skill.
There are still a few things wrong, I admit. I don’t like the Dodging rules, in particular. Declaring an all-out dodge needs to be made more effective than just rolling Combat pool dice. Melee combat counter attacks are still more effective in some ways than attacking in the first place.
III. Magic
I’ve already seen people misread this section, because one of the primary rules of magic isn’t out in boldface, separated for everyone to see. Folks, Drain is now computed by taking FORCE / 2 first and THEN applying the modifier. Even I missed this on the first go around. Trust me, it comes out that only a few spells increased in drain, and it makes sense—otherwise, why have the rule in the first place?
Second, thank god someone remembered the Buffalo. The most prominent totem animal in the Plains has finally made its appearance. Unfortunately and here comes gripe #2: Someone should really read up on the totems before just putting statistics to them. I hate to say this, but from what I understand, Mouse is a combat totem. Yet, in SR, Mouse gets a -2 on Combat spells—either my information is wrong, or FASA’s is on this. I trust mine as it came from an Apache.
Third, Physads are now viable. Another thank you to FASA for this. Mind you, part of this fix was mentioned above, in the combat section, but here is the other fix: On Increased Reflexes, you don’t have to pay the full cost yet again to get a higher rating. You just toss more points in on top of what is already there.
Fourth, I do like the new rules, and skill, for Assensing a person’s Aura. I can see a change coming in the Masking rules in Magic in the Shadows after this. I prefer this method, where there is a chance they can fail.
IV. Summary
I switched to SR3 for the above reasons. This is not to say there are problems. I pointed out a few I can see, and did not touch on the biggest thing of them all: Decking. Still, there are enough changes that make me love the new system. Almost every Shadowrun player I know in my area, and I know of almost 50+, has gone to SR3. My suggestion to you naysayers is to put your prejudices behind you, and try it out for 2-4 weeks. Start with a new set of characters, don’t convert old, and try it a few times. I think you will be pleasantly surprised.

