The P&P rules are very complex
Two possibilties : you are a shitposter or you have played Shadowrun for a very long time with the same group of people.
I remember very well i had to read the rulebook many times to understand them well, and it was the same for everyone in my group back them.
It's not complex in the way high science but you have to be careful and need dedication/time to learned the rules.
There are lot of things to know and little details.
It's particularly obvious with rookie player playing with an established group, they make plenty of mistakes.
Even then latter on Dumpshock forum i discovered i did not apply some rules correctly and it was the case of many people.
Reading Dumpshock you realize plenty of people play wrongly, ask for explanation or are very uncorfomtable with some aspect (the Matrix or magical system for example).
And the system is way simpler with the new edition than it was in the first/second.
I know right now i would be totally unable to play a shadowrun mission, even very inaccurately.
I would have to quickly reread the rules.
Edit : I just checked Dumpshock and gonna give one more proof of your stupidity.
I took the first post of the first thread of the main forum, can't tell me to nitpick :
Most of the magic-use in SR5 seems to be straight forward, with slight alterations to the way SR4 handled it. But after rereading the magic-chapter in the SR5-pdf I spotted a few things where the rulings don't seem to be 100% precise.
1.) Spells targeted at an opponent usually result in an opposed test. What happens on a tie though? Does the spell miss (like in SR4) or do we get a hit with zero net hits ("grazing hit" from the combat chapter)? When i first read through it, my SR4-knowledge automatically filled the blanks, but from the perspective of a new player it's not so clearly cut out.
2.) Counterspelling: The counterspelling-dice are added to the "defense-test". When there is only one test the result is pretty clear. But what about indirect combat-spells: Are the counterspelling-dice added to the initial dodge-test or to the resistance-test? And if it is the former: How are area-effect indirect combat spells (i.e. no dodge-test) handled?
3.) Area-effect indirect combat spells: P. 281 mentions that targets which are not visible to the cast can't be affected by area-effect spells. Is this really true for a spell which invokes a physical effect to achieve its results and where (according to p. 283) "The test is like that for grenades"?
4.) Casting multiple spells: (Note: I'm
not referring to reckless spellcasting here.) When casting multiple sustained spells in a single complex action, do some of the tests gain the modifier for sustaining a spell? (For example casting 2 Physical Barrier spells: Does the second spellcasting-test receive a -2 penalty?)
5.) Active detection-spells: Active detection-spell-resistance can be boosted with counterspelling-dice, even if the target is not aware of the spell. Does the source of the counterspelling (e.g. the mage) get automatic knowledge that an active detection spell is in the vicinity? (Players should probably pre-declare how many counterspelling dice they want to be used for defeating active detection-spells (so the GM can make secret rolls).)
That's it for now (though I'm sure more will come up). Feel free to add to the list.
Easy yey...