I enjoy combat and think that enforcing the idea of this world being dangerous is important. What bugs me is this: At chargen, a dice pool at 12 is considered 'good at something. you can pass tests and perform competently' while 16 or so is 'yeah man! you're pretty good!'. A 6 in a skill or attribute places you in the UPPER ECHELONS OF HISTORY at said skill, while a specialization and a 5-10 BP quality puts you in the running for greatest unaugmented capability at that activity throughout the known existence of all mankind.
Why does Mr. J need THIS man to protect a hacker while he downloads financial data from his rival? Why does this man accept 10,000 as payment when he could go on a goddamn performance shooting tour and retire wealthy?
The setting makes more sense without that being the standard. It makes more sense that the thug with a stolen Strength 6 cyberarm has a punch to worry about and that the computer in your brain monitoring your reflexes makes up a bigger chunk of your ability to dodge his swing than just icing on top
The game I want most is one where the players agree to limiting their beginning characters stats and branching out more so there's more cooperation between generalists with some spice in a certain area needed to complete tasks rather than separate specialists on opposite sides of a fence playing a different game at the table. And as the karma builds up they can begin to spread a couple points in the needed skills but save some to shine at what they like to do in SR
Why does Mr. J need THIS man to protect a hacker while he downloads financial data from his rival? Why does this man accept 10,000 as payment when he could go on a goddamn performance shooting tour and retire wealthy?
The setting makes more sense without that being the standard. It makes more sense that the thug with a stolen Strength 6 cyberarm has a punch to worry about and that the computer in your brain monitoring your reflexes makes up a bigger chunk of your ability to dodge his swing than just icing on top
The game I want most is one where the players agree to limiting their beginning characters stats and branching out more so there's more cooperation between generalists with some spice in a certain area needed to complete tasks rather than separate specialists on opposite sides of a fence playing a different game at the table. And as the karma builds up they can begin to spread a couple points in the needed skills but save some to shine at what they like to do in SR
I think you might be overestimating the financial rewards of someone going on a "performance shooting exhibition", as opposed to getting 10K to shoot a few people in the face (or maybe not have to do anything at all). Skills of 6 will be fairly common in some areas and vocations. The downfall of the fluff is that it tries to assign levels of performance to a number that is about one third of the dice pool. The other problem is that it presents differences of a single die (about a third of a success, on average) as if they were incredible gulfs of ability.
Sure, you might shoot at the firing range every day (and have a skill of 6), but what if you have Agility: 1 due to a degenerative nerve disease that you're slowly recovering from now, and suppose your religion considers bodily augmentations a sin? How will you compare to the street sam with pistols: 3, who has a specialization in semi-automatics, 2 points of muscle toner to raise his Agility from 3 to 5, a reflex recorder for pistols, and a smartlink? The guy with completely average stats and skills is rolling 13 dice to your 7!
Sure, you might shoot at the firing range every day (and have a skill of 6), but what if you have Agility: 1 due to a degenerative nerve disease that you're slowly recovering from now, and suppose your religion considers bodily augmentations a sin? How will you compare to the street sam with pistols: 3, who has a specialization in semi-automatics, 2 points of muscle toner to raise his Agility from 3 to 5, a reflex recorder for pistols, and a smartlink? The guy with completely average stats and skills is rolling 13 dice to your 7!
Right, so 12-14 without equipment or augmentation is the 'peak human' range. It's not unreasonable to say 'that man is the best, but look how technology/magic evens the score', and give the other man that Smartlink, Reflex Recorder, etc.
Right, so here are some quotes from a different that I'm making into a new one. In short, I'm musing about a home game with more limits at chargen and more challenges that include the whole team to encourage making more generalist characters. Availability is high so augmentations are acquired through alot of cash, luck, and maybe some story situations. This could be a very fun sidegame to run during the semester, while all of our regulars are not consistently available.
I would like the characters to not be so separated in their abilities. Face is the only one that gets to talk because he's the only one that can. Everyone but Sam might as well skip their combat turns because hes the only one that can overcome the guard's reaction score that you made high to challenge Sam in the first place. I already play a game with classes like rogue and barbarian and I want to take it to the other extreme where an extra couple dice is enough for your character to be the one who's good at X while everyone else can still try for some sort of advantage to the group.
I also want advantages like smartgun systems and warez like muscle replacement to be a big deal rather than an extra few rolls on top of your pile
CHALLENGE
the rolling system may cripple my idea entirely. The meta is the way it is because being the 'very best' fluff-wise and having those 16 dice means you can still fail often even if it's only moderately difficult. You know how it is, you can tell yourself '5 hits on average' but that doesn't mean alot in the face actually rolling.
Players constantly failing is no fun. I was thinking about allowing more opportunities to buy hits and creating a houserule that lets you roll for more hits after buying but with a -3 to your pool for every hit you buy. So for example if I'm rolling to leap to a rooftop and I have 9 dice, I could buy 2 hits and still roll 3 adding additional hits to the total.
Or I could change how edge works and allow them to reroll more often than what is usually allowed. I like this idea because it still has the random aspect rather than a consistent baseline of successes, but I'm not sure how to rule it exactly.
Thoughts? Ideas? I am open to more houserule ideas, I am even open to running a different edition of the game if it cooperates better with my goal, I have many 2ed books in the basement that my older brothers left behind.