Please, Please, Help Me Fix Them
Some background. I am working on my own edition of Shadowrun. As a free SR4 fanhack, it will address all the major problems of SR4A without "fixing" anything that wasn't broken. In other words, it will be everything SR5 should have been, but wasn't. I'm qualified to undertake this epic task because fuck you. To paraphrase the movie Pi, "10:46, Restate My Assumptions". Well, design goals restated.
I am 61 pages and 24,000 some odd words in and almost to the meat of the stuff I really want to fix: Magic and Matrix.
Character creation has been revamped and 98% of the combat chapter is behind me, and I have saved the vehicle combat rules as a battle to fight another day as their own stand-alone chapter (treating riggers the same as deckers and mages). I am working on the remaining 2% of the combat chapter, and that means the shit job I saved for last. Fixing the Surprise rules, which is probably going to require, at the very least, discarding everything there and rewriting them from scratch.
The Surprise Rules in SR4A are fucking bullshit. They may be the single worst rules in the SR4 corebook. Pages and pages and words and words of bullshit. I'd be shocked if the seething, rancid bullshit was not transferred to the unrepentant train wreck that is SR5.
Because it turns out when I gave up on trying to fix the SR4 surprise rules and started casting about for inspiration to help rewrite them from scratch, I checked out the SR3 Surprise rules. And the SR4 Surprise rules are just a direct translation of the (still terrible) SR3 Surprise Rules.
How deep did this rabbit hole go? I reached for one of my two Shadowrun Second Edition Core Rulebooks, and flipped to the Surprise Rules. Surprise, surprise...the SR3 Surprise rules were lifted WORD FOR WORD from the SR2 Surprise rules.
Oy vey. It's turtles shit all the way down. I haven't checked SR1, but I don't have much hope for a drastically different system.
Here is basically what we're working with, in it's most distilled bullshit form (from SR2, but really the basic principles carry on all the way to SR4A, and probably SR5):
Here's the word-for-word example that appears in both SR2 and SR3. SR4A did not even bother with an example, perhaps they couldn't keep their own BS straight long enough.To resolve surprise and ambush situations. all participants must make Reaction Tests. Each character rolls his Reaction dice against a Target Number 4. The ambusher-characters, if they have delayed actions as they lie in wait for the arrival or appearance of their targets, receive a -2 to their target numbers. ...
Each character's succeses are then compared individually against the successes generated by the opposing characters. One of the following two results may occur against each of the opposing characters:
* If a character has not generated more successes than a particular opposing character, he cannot take any actions that directly affect, impede, or counteract that character.
* If the character has generated more successes than a particular opponent, the first character can take actions against the second.
Even this extremely cherry picked example evidences some of the problem. First off, it's so needlessly complicated it hurts your brain to look at. Secondly, it adds ages of fiddling and twiddling to the game's already far-from-streamlined speed and handling time. It's inelegant and can lead to results that range from quirky to nonsensical to truly infuriating.Tess, Virgil, and Winger are waiting in ambush for three Mitsuhama security goons. The goons arrive, and our heroes spring their ambush. Tess has a Reaction of 6, Virgil an 8, and Winger a 9. The three goons all have Reaction 4. All characters make Reaction Tests. Rolling against Target Numbers of 2 (4, minus 2 for being ambushers) Tess gets 3 successes, Virgil 4, and Winger 5. Goon A gets a 4, Goon B gets 2, Goon C gets none. Comparing successes, we find that Tess (3 successes)can act fully against Goon B (2 successes) and Goon C (0 successes) but can do nothing against Goon A (4 successes). Virgil can take actions against Goon B and C, but not A because Virgil and Goon A have the same number of successes. With 5 successes, WInger can act against everybody.
The goons are in deep trouble. Goon A can only take actions against Tess (4 successes versus 3) and that's it. Neither Goon B nor Goon C can take actions against any of the shadowrunners...
But if you deviate to other scenarios, things gets worse.
What if a team of PCs winds up throwing down with a dozen hellriding Halloweeners and both sides aren't expecting a rumble and make surprise tests? Let's say that all the PCs but the Decker beat the Halloweeners on their Surprise Tests.
* All Other PCs can target Halloweeners.
* Halloweeners can target only Decker.
* Decker can't target anybody and depending on the edition you're looking at, probably can't even DEFEND herself either.
The Halloweeners can't attack the Street Samurai, Shaman, Mage, or Rigger at all...but all 12 of them can dogpile on the Decker, probably fatally. Yep. And that's far from the most fucked scenario I can come up with. In other words, the GM has no choice if using these rules but to brutally curbstomp the defenseless Decker into a fine red mist while not dealing a box of damage to any of the other characters.
Do not want.
So...brass tacs then. If this was just a house rule for my home game--or paradoxically, if I was designing an RPG of my own for scratch--I'd just go with a much simpler rule with not even the most tangential relationship to this one. Something like... "In surprise combats, the side with the element of surprise (determined by the GM based on the Stealth and Perception rolls of both sides and the overall situation) gets one free round of actions against the side that is surprised" or whatever. Not exactly robust, but totally workable. It's not going to cause weird traffic jams, head-scratching confusion, or grind the game to a halt.
But this is Shadowrun, and it has to be recognizably Shadowrun. I want some element of the original rule to survive, some degree of texture or functionality or intention to be carried over. But how to untangle this age-old legacy clusterfuck of clusterfucks? I'm completely stumped. Denners, aid me!