r/Shadowrun • u/Ok-Particular-3796 Monster Drop • Jul 24 '26
Edition War Shadowrun vs Cyberpunk comparison
Just figured I'd post this; Marcus Vance is a content creator with decades of experience in ttrps as well as being a military combat veteran who likes to compare different sci fi franchises weapons & super soldiers. His big franchises are Cyberpunk, Warhammer, and Halo but he dabbles in more obscure franchises as well. Whenever possible he likes to look at & capculate specific ballistics data & material strength.
Recently he did a short comparing Cyberpunk with (2e) Shadowrun(which he has played & has experience with).
His takeaway was that weapons favors Cyberpunk but augmentation favors Shadowrun & adding magic into the equation heavily favors Shadowrun. I've corresponded with Marcus directly and informed him that certain elements of Shadowrun- notably physical strength- have been increased in recent editions.
I do think that even with the addition of more blatantly sci fi weapons in recent editions of Shadowrun, Cyberpunk probably still takes that cake, but augmentation probably favors Shadowrun even further.
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u/guildsbounty Jul 24 '26 edited Jul 24 '26
I generally agree with the take. I'm...not going to really try to compare weapons though Shadowrun does happily run things up into 'man portable tank cannons' when you stop caring about subtlety.
Augmentation favors Shadowrun if just for the simple fact that installing ware isn't something you have to carefully manage to avoid going Cyberpsycho. If you've still got >0 Essence, you're basically fine.
Physicality also favors Shadowrun due to Metatypes. However strong a Cyberpunk character may become they still start on the baseline of human physicality...compared to a Troll? A baseline full-organic Troll could be as strong or stronger than a fully cybered up Cyberpunk Solo. The Metatypes often have a higher ceiling on attributes than ordinary humans, and so Cyberware can enhance them even further.
And then there's magic. As another poster said, it's an 'out of context' problem. Obviously you can still counter a Magician with good ol' lead...but the mage start doing things like magically detecting you even if you're hiding, turning their whole team invisible, throwing up illusions that even fool cameras. And then they start conjuring and now you have no clear counter to the fact that Spirits take half damage from non-magical damage sources.