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R**D
5th E is worth the dive (despite a few irks)
The ruleset has evolved over the years and they've done a lot of 'cleaning house", but as is the case with all RPG products, there is no such thing as perfect. Particularly with this massive tome of rules that could've been paired down a good bit without the fluff text attempting to create atmosphere.I have to go into that a little: Fluff story text is fine if its a intro to a chapter, and then later on as rules use that scene to show you how the rules would be used to make the scene happen as its written. But the authorship (of which there are several working for Catalyst's titles) all suffer from the "frustrated author syndrome" where they vent their fiction writing urges in various sections of the rulebook, though it creates atmosphere, it does little towards understanding the rules that follow. This is a bit of a pet peeve of mine, so take that part with a grain of salt if its not something that irks you.Book Organization: I saw a lot of reviewers grumbling about this, but I was fortunate to have bought a relatively recent release where the authors took a lot of the feedback they got on their forums and cleaned it up. Its not a pure joy mind you, not as clean and concise as something Paizo or WatC typically releases with their books, but it is actually very good (and a damn sight better than anything White Wolf ever attempted with their ham fisted editing).Rules Content: Here is where I have to knock off a star. While I have that pet peeve nagging at me above, I dialed my peeve down to a dull roar for this section rating as that's a personal annoyance that many don't mind. What I have found is a shared annoyance towards the rules about the various "classes" (there is no class in SR, but it serves to draw comparison to other systems) are basically bare bones. While I understand the need for publishing companies to have supplements to continue to print and drive revenue, the way their rules are sectioned off into splat books that deep dive into the subject has two annoying tendencies.The first is that the splat books are typically written by more than one author, and then isn't managed properly by a senior editor who makes sure the sections integrate correctly leading to a need for house ruling (most keenly felt in the magic rules supplement). The 2nd is you can clearly see a production pinch raising its head. Printed material is not cheap, and quality books make it even more expensive which causes cash flow problems even with print on demand products. Therefore while gamers love their artwork, and fluff, when you're as challenged as Catalyst is with cashflow giving each rule section more meat is better in the long run and this is what feeds my pet peeve with their flavor chapters, which they do in every book and which tends to bloat its cost. Reduce that fluff and you reduce the product expense and cash flow doesn't hit as hard (note I said reduce, not eliminate).That said, the matrix rules are cleaner, the magic rules are less over powering than in previous editions, and rigging without the splat book behind it is to be avoided IMHO. Gun rules are over all better, cleaner, and the flow of action is brisk once the players understand how the mechanics work. Having been a fan of dice pools over the linear nature of a d20 system, it sometimes takes a while for dyed in the wool D20 system players to understand what a "good" die pool is, but most get it pretty quickly if you give them a couple of mock combats with their character with some design tweaks afterwards being allowed. I've found over the past few months that a fair bit of 4th edition's source material is still useable in 5E making all those PDF bundle buys still worth having spent money on.I'm less pleased with how they handled Technomancers, and that's coming from a guy who favors the Magic slingers. I won't go so far as to say they screwed up, but again, once you get the splat book, and do some house ruling, you wind up with a good fit for your aims, just realize its going to take some discussion after a few sessions to zero in on what's bothering you about it, which i also found applied to Riggers.Hopefully my review didn't come across as nit picky, over all I do like 5E and feel it has many improvements. Its just got a few areas that require a bit more effort to turn into a ruleset that you will feel completely comfortable with and (naturally) you'll want to invest in the splat books as soon as your budget allows for. It is a wonderful setting, with a metric ton of back material that has built up over the decades and for those of you new to SR, I'd recommend you start with the 5th edition out of the gate, and then start looking for select 4th and earlier editions of various background pdfs that you can find online or in used bookstores. Those new to 5E can pretty much skip most, if not all, 4E's splat books about rigging, matrix, etc as the 5E rebundles their material in a tighter form and anything else you can find on Catalyst's forums as far as the old rules go.And be prepared to spend some time at Catalyst's forums, they're a good bunch with reasonably good monitors heading them up to clear up any ambiguities of the rules and can offer up solid advice on any possible changes one might consider exploring. While its taken me a number of months to finally review this edition, I'm generally happy with the product, its line, and additional material I've steadily acquired in the meantime (exclusively in pdf format, getting too old to lug around 50+ lbs. worth of books when a laptop will suffice).
S**H
Thicc!
This book had all the general information you need with a ton of side comments and short stories I didnt. Overall a good buy minus the spine not being glued to the hard cover so minus a star for that. With a whole tube of super glue i fixed it and placed it on my shelf. The book is nearly 2 and a half inches thicc!
T**R
Beautiful. Perfect condition.
And it's Shadowrun.
B**S
[EDITED AND DOWNGRADED] Buy if you already like the game
Shadowrun 3rd edition was the last RPG I played before taking a break from the hobby for about a decade. I've now bought the SR5 core book and played a couple of sessions. My initial, cursory impressions:As always, the Shadowrun setting is one of my favorites: a combination of cyberpunk and magic. If you're looking for Neuromancer meets Necromancer, Shadowrun is the standard. And as always, the wide variety of gear, weapons, and avenues for character improvement - cyberware, bioware, spells, foci, super-cool guns, etc. - is great. (Of course, this is also the reason SR has always appealed to powergamers, but that's another story.)In physical terms, the core book is well put together: massive, with good artwork, slick glossy pages, fold-out art, and story insertions to provide local color. It tends to "sprawl" here and there, with information on a single topic appearing in several different areas. This is a classic element of SR sourcebook organization, so it's no surprise that it's still around, if a little toned down. However, there are too many errors. Not errata, rules that need to be changed; errors, things that should have been caught in proofreading. (Like a citation for the cost of fake IDs directing the reader to page 367 when it should be page 443.) As a former copy editor, I know that manuals are much harder to proofread than, say, novels or articles; but for that reason, good proofing is much more important, because there's less context to guide the reader. (And citation proofing is especially important in as discursive a rulebook as this.)Shadowrun's game mechanics have always been famously (or notoriously) complex. That's both more and less true in SR5. On the positive side, the rules for deckers/Matrix play have been dramatically simplified and made more playable since SR3 (as far as I can tell - I couldn't even read the SR3 Matrix rules without falling asleep). Now deckers can "brick" weapons and be much more of an on-site presence than they used to be. My GM didn't even have to run a decker as an NPC - one of the players chose to be a decker. (Old SR hands know how rare that used to be.) On the negative side, combat rules involve a lot of unnecessary rolls that could be unified into a single test, simplifying game play and speeding up the resolution of big combat scenes.Also, the "Edge" attribute, meant to represent a character's luck, "hot hand," "on the ball" quality, is too powerful. Using the "blitz" option for Edge during combat, our decker got to react even before our weapons specialist, who has level-2 synaptic boosters. (For those new to SR, this would be like the Matthew Broderick kid from WarGames getting into a shootout with Wild Bill Hickok, shooting first, and winning.) If you're playing a campaign where there's one or two combats a session, that drastically weakens the biggest advantage of any 'wared combat type.Another, more minor, quibble is with Ares weapons. In SR3, guns manufactured by Ares Macrotechnology were sort of the white bread of weapons: widely accessible, widely used, but neither the best nor the worst bang you could get for your buck. You knew that you wouldn't make a terrible choice if you bough an Ares Predator Heavy Pistol (for instance) but there were more interesting, dangerous, and/or limited options out there. Ares was the default. In the current rules, Ares isn't the default - it's simply the best option. The Predator is better than its nearest rival, the Browning Ultra-Power; the Ares Alpha assault rifle is better than any other except the Yamaha Raiden, which isn't available to new players (and it has a grenade launcher the Raiden doesn't); Ares even makes the best light and machine pistols. Maybe future supplements will restore the gun balance.It would also have been nice if the (admittedly good) concept art pullouts had included maps of the Seattle metroplex and North America, to orient new players.The final, most subtle, and most difficult issue is the Shadowrun universe. Back in SR3 days, there were half a dozen interesting, hinted-at conspiracies: What was going on in Tir na nOg (formerly Ireland)? What's the deal with dragons and elves? This dragon has become president! Now he's assassinated! What happens next? But you can't run a game universe for more than a decade and still keep it in roughly the same place. All of these mysteries had world-spanning scope and consequence - but if they were to be fully played out, it would mean massive, unpredictable changes in adventure settings and scenarios. The (completely understandable) result has been a game world with lots and lots of huge, important events in its timeline...but that has somehow stayed essentially unchanged (with the exception of ghouls and wireless technology).So...there it is. Shadowrun is worth playing, and the SR5 core book will become even more useful as the errata and sourcebooks on things like adept powers and new weapons emerge. For people happy with an earlier edition of SR, I'd say wait a little bit until SR5 is more fully supported; for those thinking of playing for the first time, I'd say it's a good game, a lot of fun, but be sure your group can commit to the game mechanics of this complex system.**************************ETA: I've now had some time to review and use the current edition of the rulebook, and I have to remove *at least* one star from my review. Here's why:1. The organization of the manual is actually more scattered and user-unfriendly than I thought at first. It's not uncommon to have to jump to three different locations in the manual to find all the information you need on a particular subject. On the same lines, the citations and the index have more mistakes than I thought at first. Add this to the difficulty of the rule system, and you can have new players hold up the action for ten or fifteen minutes, looking for the info they need. (My GM, who has been playing Shadowrun since at least the Second Edition, believes that the quality has diminished since the FASA team left active development of SR.)2. Although the manual is physically impressive - as I mentioned above - it's also very heavy, making it hard to use easily and carry to and from games. It's also unacceptably fragile: I actually saw a couple of pages come loose from the binding in my GM's hand. This is really shoddy for a newly printed book.With all of this in mind, here's my current, REVISED recommendation:SR5's setting and character options are still terrific; we just finished a fun session. If you decide to play the game, don't get the expensive, real-world book; buy the e-book (when available), which won't fall apart on you and makes finding the right information much easier. (Search Function, anyone?) Also, if you're going to be old school and use real dice (my personal choice) instead of an electronic dice simulator, get a block of 12mm (NOT 16mm) dice with rounded edges. You roll a lot of six-sided dice in SR, and this is a necessity. And finally, raise your voices - for a better organized, better produced, better proofread manual. Let Catalyst know that shoddy is NOT acceptable.SECOND ETA:I've also found that the prose can be confusing, leading to legalistic debates - for instance, using game terms without defining them.And, for those folks reading reviews, I have a suggestion: Ignore those reviews written within a week of receiving the book. Only trust the reviews that were written after a few weeks or months of game play. Why? Because initially, the book looks very good; it takes a few weeks for the flaws - poor binding, poor organization, poor prose - to become obvious.THE LAST ETA [I HOPE!]:I'm adding this final edit to describe something that happened during game play yesterday; I'm doing it because something comparable will probably happen to you if you play Fifth Edition.Midway through the game, I discovered that I would have to use something called a "physical limit" during some activities that didn't involve gun combat (my character's strong suit). Physical limits are the maximum number of hits your character can roll for some physical tasks. So these limits are clearly pretty important. Fair enough; I looked up the "Limits" section to find out how to derive my physical limit from my character's physical attributes.It wasn't there.So I went where the Limits section told me to go - page 51, the "Attributes" section. It wasn't there, either. So I went to the index to look up every place in the book that uses the word "limits" - no joy.THIRTY minutes of leafing through the sourcebook later, and in the middle of the game, I finally find out how to derive physical limits. It's in a single table in a subsection of the Character Generation chapter entitled "Final Calculations." I found it through sheer luck. There were only 3 players in the game who knew its location before I did: one is a lawyer; one is the game master; and one is a guy who's read the manual cover to cover at least three times. There was no obvious, easy way to find this very important rule. The same thing happened, during the same game session, with the rules regarding armor and spirits - a very important armor rule was hidden in the "Materialization" section of Critter Powers.Sorry, guys at Catalyst Games - this isn't acceptable. Better editing. Better proofreading. Better organization. Better production values. Simpler game mechanics. More thought to world improvement. If these issues aren't addressed, I'll vote that we turn back to Third Edition, not forward to Sixth, if our group moves on from SR5.
J**A
shadowrun the game is amazing, but ordering in Summer 2017 I have been ...
shadowrun the game is amazing, but ordering in Summer 2017 I have been unable to obtain a copy without damaged, misaligned, or fatally flawed spine binding. I've now ordered and returned 7 copies, all damaged or fatally flawed.Whoever was responsible for physically putting these together needs firing, the weight of the book block simply pulls the book apart on the shelf - thats assuming it isn't misaligned in the first place.Roll on a new printing, if it meant avoiding these issues I'd take a softback.
J**I
Wonderfully engaging, deep and more relatable than D&D.
This is a wonderfully rich and detailed system that offers a LOT of possibility for any GM to build an engaging world and storyline. The cyberpunk meets magic theme is, in my opinion at least, a lot more interesting than your generic elves and orcs setups. The players in my game also were very easy to engage with the world in a sense that doesn't really happen in D&D. I think the mainreason is that you are, for all intents and purposes, interacting with a modern world. It's a lot easier to have players that are perhaps less comfortable in RPing to just roll with it, since they don't feel so much out of place in a world where they can have instant noodles and look up wikipedia at a moment's notice. It seems silly, but it really helped some of my guys to loosen up.One word of warning if you're wanting to GM a Shadowrun game...there are a LOT of rules. There is no way you're getting to grips with this without a little trial and error and especially the first few sessions will involve looking up various situations and actions. "How on earth did falling damage work again?" and "How does hacking a thing happen?" are things that will pop up. That said, the core roll system is in fact very simple, just combine an attribute with it's relevant skill and that the number of dice you roll (always d6). So it might not be a bad idea to play a starter mission or to just strip down the rules for your first run through it, that way everyone is familiar with the basic system and you can start adding on special circumstances and different types of interactions later.
E**S
Great rulebook
I love the artwork and foldouts in this rulebook. The stories are also excellent and it's a must-read for any fan of the Shadowrun setting.
T**Y
Great book, naff book
Excellent quality game but I have also found that the pages tend to come away from the spine.
C**A
Excellent book
Already had read it before, but Shadowrun 5th Edition is the best edition so far, and the hardcover book is simply astonishing. Such beauty and detail, good paper quality, and good printing make it a small work of art.
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