QUOTE (Hound @ Jul 8 2011, 01:56 AM)

Honestly, my general strat for balancing goes something like this: Make an educated guess, then if that isn't quite working when you play it out, make stuff up and change it on the fly. My players are not really the hit/dice-counting types mid-combat, so they almost never notice. Also, having a storyline reason for either side being able to get reinforcements at your convenience is good, especially for the first few missions.
Ooo. There's a couple members of these forums that this will send into a tizzy.
Me? I'm firmly it the "Make drek up to tell a better story" category. I will regularly:
1) Fudge Dice
My old GM had a saying: Dice are for sound effect only. Pick up a big handful of dice, roll them, and make the outcome cinematic and entertaining, when necessary. I don't do this all the time, but when needed? I'll ignore the dice.
2) Their armor is made of Tissue Paper!
If the party is in danger of being wiped out, I'll let the players mop up the bad guys a little easier than normal. It helps that I don;t tell them how much damage the baddies take, just give them vague ideas (Justa flesh wound, looks like that hurt, etc).
Note, this only applies if this is through no fault of their own. I won;t kill off the party due to a few poor dice rolls on their part, or some good ones on mine (And my dice LOVE me). However, if they do something suicidally stupid ("Just Lofwyr? We charge!"), well, then... Let the dice fall where they may.
3) Hardened Armor and Reinforcements
Likewise, if something is supposed to be challenging and they're mowing through it like nothing, I'll go the other direction. That's not to say I won;t reward good planning, good play, and good reolplaying. If they logically outthink the enemy, they won;t magically get a random encounter or have the guards surprise them out of nowhere. Bt if they're just rolling over the enemies blindly and without even trying, and the encounter isn;t strictly a "gimmee" one (WHich I will do from time to time), then I'll beef it up. Give them some extra dice, extra edge. Send in reinforcements. Whatever is needed.
But yeah, overall, Shadowrun's impossible to really balance. There are simply too many variables, and the system isn;t a level based one. You can have a completely badass 0 Karma newbie, and you can have a very mediocre 200 Karma character. It's all in how you spend you points and how you play the character. You'll just get used to it in time. Most games aren't really set up to handle Challenge Ratings or Encounter Levels like D&D and the like, so it's a learned skill for a GM to be able to roll without those training wheels

Bull