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Now *that's* debateable. If the GM is also using optimized builds, then in all fairness, he needs to be using the same modifier method he's forcing the players to use. Now, we've got a count-the-modifier game for many more characters. This becomes especially evident in a social opposed test, where each person has a different set of modifiers to calculate.
I mentioned nothing about the rules not going both ways and I specifically referred to combat. However, there's no reason why combat should slow down particularly if the gamemaster and players keeps a quick reference formula (similar to what I've posted above or Aaron's useful cheat sheets) on hand.
Other Tests are equally easy and fast to resolve, and are similarly easy to eyeball if you run through them a couple of times before play and familiarize yourself with the two or three modifiers that apply most regularly (similar to cover and visibility being the staple modifiers in the combat scenarios). Obviously familiarity with the system helps, and regular use of the mechanics will enhance your grasp of the "usual" modifiers.
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We've discussed this multiple times. The consensus is that reducing a dice pool to zero just means the player is free to pile on the modifiers as high as possible, to get a more spectacular result, all without altering his odds of success. It doesn't matter if the Edge 3 character is at a dice pool of -2 or -200; he still gets the same 3 dice to roll.
Though you seem to bring it up rather often, there is no such "consensus". Don't get me wrong though I agree with you - that's exactly what should happen. Where I disagree with you is that its in anyway a mechanical flaw or problem with the system.
As I've mentioned multiple times before, that is exactly how the system is meant to work. Not only is there a finite number of modifiers, but the system is designed so that sometimes you have the option of going on luck if you want. Another element of the system is that it balances the use of luck by letting the other guy (the GM in this case) use
his luck (Edge) too to counter yours.
When an Edge 3 character decides to try his luck (as opposed to holding an action or putting down suppressive fire) and throws those 3 dice, the other side gets to use Edge (or Group Edge, as the case may be) to boost his/her Dodge dice pool. At Edge 3-4, they typically balance each other out (nice design that), even if the opponent opts not to go full defense.
Occasionally, you get a Mr. Lucky (an optimized Edge character for those who haven't been following) and he gets to
slightly unbalance things because he throws in 3 or 4 more dice than the Edge 3 character (one hit on average). The opposition still gets to use Edge to counter this, though against Mr. Lucky they might consier boosting their full defense dice pool. All things considered since Mr Lucky's Edge-based dice pool is capped, he's going to average one hit.
If a gamemaster isn't comfortable with that particular feature of
SR4, he can always veto Mr. Lucky from his game during the GM approval stage of chargen (just like I recently vetoed an enchanter character with all 1's in physical attibutes, because I didn't feel he fit with the group's style of play).