QUOTE (Traul @ Oct 31 2009, 12:09 PM)

Check your rulebook: the ganger grunt has a close combat dice pool of 7. The lieutenant has 9.
I understand what the rulebook says... And I still disagree with you Traul...
SR4 (BBB)
Ganger... Dice pool of 5 for Unarmed Combat (Skill 2, Attribute is 3)...
Lieutenant: Dice pool 6 (Agility 3 and Skill of 3)...
SR4A (Anniversary Edition)
Ganger... Dice pool of 7 for Close COmbat (Skill 3, Attribute is 4)...
Lieutenant: Dice pool 9 (Agility 4 and Skill of 3 (Specialty +2)... Assuming that he fights with his spurs (Has that option) he is pretty good with that dice pool...
For those who still use different Book Rules... I included both relevant stats above...
However, In my opinion, your oposition should be somewhat competent, and 7-9 Dice is competent, NOW, when YOU (As a Character) are competent (Typically same skill range as a Lieutenant... Note that skill 3 is
Professional, equivalent to a professional fighter in competition, thus the term professional) you will tend to see fights that come down to tactics rather than overwhelming dice pools, and at that point, well, I tend to favor the shadowrunners over street gangs for tactical options (Most street gangs just square off and go at it afterall)... also, if your team is using tacsofts, you can get bonuses there... terrrain advantages offer other modifiers... there are a lot of ways to swing the advantage to your side if you think about it enough... saying that, most fights will tend to go to the Shadowrunner when it comes to a "Ganger" fighting a "Martial Artist... little things like Professional Ratings (Typical Ganger has a rating of 1) mean a lot in these circumstances, if you use them correctly (Refer to the guidelines, page 281, SR4A)...
All that considered, I will put my money on the Shadowrunner with Same skill Dicepools over the ganger any day of the week and twice on Sundays... ramp the opposition up to the Professional rating 3+ range, and the fight SHOULD be closer, with a level of danger... with no danger, there is no challenge... with no challenge there is no advancement... it is hard to get better when you are beating up opponents who just cannot compete, ask any fighter, they will agree... you need to stretch your abilities to learn and improve, otherwise you are just going through the motions... and yes, the "motions" will become more second nature, but they never improve...
Of Course, Not everyone agrees with this analysis and a good number here on Dumpshock will tell you that you are not competent unless you are throwing upwards of 14-18 Dice (or more for some gaming tables)... this is not a opinion to which I subscribe...
Top of the line opponents (Professional Rating 6 Antagonists like the Tir Ghosts) are only thowing 11 Dice for Unarmed Combat, 11 Dice for Firearms Attacks (13 if using their Smartlink)... THESE ANTAGONISTS SHOULD BE A BIG CHAZLLENGE... if they are not, then I would say that you are doing something wrong... if you are breezing through such opposition, then what do you have left? Sure, we have all seen the Ultra Elite, Skill Seven, Agility 12 Bad-Ass, but that should be a VERY RARE exception to the Rule (Skill 7 is Legendary after all, and Agility 12 is Maximum Augmented for an Elf with Exceptional Stat, barring some gene tweaking options), and it should be generally used for Prime Runners, if even then...
But looking at the range of opposition, it just does not have to be any higher than published in the book (Typical ranges of Dice pools from 10-12 for skill sets that you wish to concentrate in)...
I will say it again... yes there are options to make extremely powerful characters... but it is very obvious that the dice pool range intended is from 10-12 Dice for your typical styles of play... you can go less for a more gritty, street level style, or higher for that crazy over the top wu-shu wire effect style of play, but those are the edge cases, not the general style that is being emphasized...
just look at ALL of the Templates and Archtypes, they are designed with this idea in mind... if there was a different interpretation intended, the opposition would have been designed to that level...
Again, Antagonists that are not a challenge are not really worth opposing, are they... or in other words, opposition that is not opposition is not worth Karma, as they do not challenge you in any significant way (and yes, I know that you can earn Karma for other things thatn defeating an opponet)... challenge is inherent in any roleplaying game... if there is no challenge, you should just go out and write a novel... removing any chance of failure cheapens the experience and provides a foreordained outcome... if you cannot fail, you cannot lose... BORING...
As I said earlier, not everyone will agree with this interpretation, so... Bring on the Firestorm that I know is coming...
Keep the Faith