I finally bit the bullet a while back and picked up the 20th anniversary edition of the core rules. As a newbie to the system, it seems like there's a lot of rules and variables to take into account just for basic combat and actions like legwork. Adding magic and the Matrix on top of that and the book is making my head hurt. Am I just dense or is this normal?
Any tips for getting the rules down pat would be appreciated.
Also, I'm wondering if I should stick with 4th edition or if the 5th edition rules would be more user friendly to a newcomer like me. I have to say that I'm nostalgic for the days of neon and chrome and I would ideally like to set a campaign in the 2050s.
The best tip for getting the rules down pat is to just start playing. Download some of the cheat-sheets that are out there and just go for it. Yeah, you'll spend a lot of time looking up random crap that comes up, but just dive in and try to make it work, don't necessarily even worry about getting it correct by the book, just adapt your understanding of the rules to what's happening, and learn the rules as you go (after a session: OHHHHH,
that's how we should have done it...), it's the best way to do it IMHO. And yea, have your Magician and Hacker study up on his/her own rules before the first session, and lean heavily on /them/ to teach /you/ (and themselves). I went with the alternate attribute-based hacking rules (which I would recommend), but beyond that even I basically just simplified any Node (from 'links to drones) to just 1 stat; System (so Reponse, Signal, Firewall, Pilot = System - requires some price manipulation as well) and while it made hacking easier to learn, it ends up with less granularity and in retrospect I don't think I would recommend that unless you're really going to down-play Hacking.
As for 4E or 5, we play 4 because we already have pretty much the entire library for it, and probably won't switch to 5 until it's full library is out, but if you're just starting your library, 5 makes much more sense.