Shadowrun 20th Anniversary Edition

Shadowrun 20th Anniversary EditionAuthor: Catalyst Game Labs
Brand: Shadowrun
Category: Book

List Price: $44.99
Buy New: $29.69
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Seller: Amazon.com
Rating: 5.0 out of 5 stars 12 reviews
Sales Rank: 12979

Media: Hardcover
Edition: Anv
Pages: 373
Number Of Items: 1
Shipping Weight (lbs): 3.9
Dimensions (in): 11.5 x 9 x 1

MPN: 2600A
ISBN: 1934857319
Dewey Decimal Number: 793
EAN: 9781934857311
ASIN: 1934857319

Publication Date: August 19, 2009
Availability: Usually ships in 24 hours

Editorial Reviews:

Product Description
To celebrate 20 years of this seminal RPG, Catalyst Game Labs is pleased to announce the Shadowrun, Fourth Edition 20th Anniversary Core Rulebook, which includes a host of upgrades for any Shadowrun player.

*A cover-to-cover full-color treatment allows for a stunning presentation of all the visuals Shadowrun has to offer.
*While fully compatible with all Fourth Edition-published books, much of the information has been re-presented for better usability.
*To make this the ultimate core rulebook resource for the entire Shadowrun game line, a 22 page Master Index has been generated and included, covering the 20th Anniversary Edition, as well as the following core rules expansions: Arsenal, Augmentation, Runner's Companion, Street Magic, and Unwired.

Never has a core rulebook been so fully meshed with its full line of expansion rulebooks.


CONTENTS: NA



Customer Reviews:
4 out of 5 stars Great book   July 27, 2010
Ralakan
A huge improvement over the original version. This updated rulebook offers players everything they will need to know to get into the Shadowrun universe.


4 out of 5 stars A great Buy!   July 23, 2010
Zoaster (USA)
This is one of the few RPG manuals that I actually took the time to read like a regular book instead of a PHP manual. The publisher took some care with this item and it was a pleasure to see that short stories mixed in seemlessly with the game system description. I got the book on time and at a great price!


5 out of 5 stars New Life for an Old Game   July 19, 2010
M. Gilliland (Clarksville, TN, USA)
For anyone who played the Original few versions of Shadowrun. This version breaths new life into, most of the changes are for the better.

First: The book is Hardback and well bound. I haven't had a single page come loose, which was a real problem with the older versions.

Second: They updated everything so that modern tech no longer outpaces theirs in the year 2072. Since they take place in the future they needed a Wireless system. They also found a better way to use both Cyberware and Bioware together.

Third: They revamped the system. It loses some of its originality (dice pools), but those did tend to confuse people. Now it has a system more like White Wolfs (w/D6's). You take a Base Attribute and a Skill and roll them together. All Target numbers are now 5 and you take dice away from your total before the roll to do more difficult activities.

Fourth: Since the Matrix is now Wireless, your Hacker can actually go on runs and be part of the action. They also mixed him in with the Rigger. So now the Rigger can go in the building and not get stuck sitting in the Van.

Fifth: Damage no longer has the coding system (9M for an Ares Predator), now it simply does 6 damage. Also if the Armor Value is above the Damage of the Weapon then it becomes Stun instead of Physical (done to simulate the armor catching the bullet). The Defender now rolls his Body (attribute) + Armor Value as a soak role following the rules above.

Sixth: Character Creation no longer uses a Priority System. It now has a point based system. You start with 400 points and then spend those on Race, Attributes, Skills, Magic (if you have it), Money and Contacts. Each Category has it's own prices so that you have to choose what means the most to your character (Races cost from 0-40, Attributes cost 8, Skills cost 4, Magic costs 1 for each point of focus, Money costs 1 for 5,000 New-Yen, Contacts cost 1 for loyalty and 1 for value).

Overall: The changes seem to make things easier and more streamlined. I approve of their changes and hope others give them another chance.



5 out of 5 stars shadowrun core rule set   May 4, 2010
Ometochtli (Canada)
This book is the core rule set for the shadowrun roleplaying game. It contains a detailed history of shadowrun, various stories and excerpts of events that happened in the shadow run universe and the full rules for making characters. A must have for anyone who wants to get into the shadowrun roleplaying game


5 out of 5 stars A Must Have   March 27, 2010
David Bailey (Kentucky, USA)
I placed my order for this book yesterday and have not received it as of yet. However, I have read this book and played this game before. I have also played the previous 3rd edition of Shadowrun before and I'm familiar with the regular 4th edition book. Just to be clear, I do know what I'm talking about even though I don't have my own copy yet. Moving on...

This is the best edition of Shadowrun anyone can own and play. The mechanics are written clearly which is good when playing a crunchy game like Shadowrun. I know Shadowrun has been regarded as a game that everyone loves the setting but hates the system but here I don't see that being a problem anymore. Even though this shares the same newer streamlined rules that 4th edition had. The way it's written and organized in this books is much clearer then that one and it also sets the mood better. You read this book and see all the pictures and you think to yourself, wow I really wanna play this. Which is what a RPG rulebook is supposed to do. When I go back to the previous editions I feel like I'm reading a tech manual with a few illustrations here and there.

Now, this is still a crunchy system, though it's not complicated. It's got about as much crunch as the D20 system and most RPG gamers grasped that really quick. It's about an average difficulty so don't be afraid to try it. Most importantly, once you start playing Shadowrun it's a lot of fun and never gets old, even after months of play. I really love Shadowrun and I know many others will too. The only way this book could be better is if it came with a couple dozen d6s to get gamers started.


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