In 5e combat rarely made it past the second phase, so Street sams just got to go first.
I thought it was a need too at first, but with combat being deadlier now with armor not soaking damage they probably won’t need the extra phases.
But to be honest I think 3e/5e’s initiative system was the best so far
I guess people design fights differently than I do. But in my games, fights almost always take multiple combat turns.
I suspect it's largely a matter of play style and type of encounter. If it's just open, little cover, heavy weapons, and little else to do than kill the other guy, then fights are over within seconds, which is realistic. When it's a more tactical fight, with lots of cover, darkness, no idea how many enemies there are, sneaking around, looking for them, taking a good position and that sort of thing, it obviously takes a lot longer.
I think you will find it ok, there are 22 universal minor actions, 12 of which are actions that will most useful for the combat focus types (ie street sams)
During playtesting I found with my group that yes it nerfs the swired street sams a bit on the offense but offers a good bit of tactical choices. For example the runner with 4 minor actions can move, take aim, actively dodge, and attack multiple targets or other combinations
Using more minor actions might actually be a good thing. Too often the focus seems to be on just putting as much lead in the air as possible, and people find they lack sufficient actions to also take cover. So I guess wired street sams will be able to do both while others have to choose whether they want to take cover or aim before they shoot.
Although if everybody has at least a major
and two minor actions, that's already more generous than the current complex
or two simple actions.
I have some serious thematic issues with it at the very least, it may work mechanically. But without wired people feeling wired, is it shadowrun?
Well put. I think that's my main concern about this change.