25+ DICE: There are various and sundry exceptions, but at this level I may become concerned that the player of the character with this dice pool is a jerk, or that the character is terrible at everything else.
20-24 DICE: Superlatively and enormously powerful. PCs really should not be rolling this kind of dice pool often. ULTRA POWERFUL.
15-19 DICE: Extremely competent and extremely dangerous. Above average for a Shadowrunner in their primary shtick. POWERFUL.
12-14 DICE: Very, very, very competent. Verging on the superhuman. Average for a Shadowrunner in their primary shtick. CAN'T COMPLAIN.
10-11 DICE: Far above average, which is to say, average for a Shadowrunner in their secondary shtick, or below average for a Shadowrunner in their primary shtick. NOT TOO SHABBY.
6-9 DICE: Average for a Shadowrunner in their 'everything else'. This is the minimum level a runner should be at at anything that might matter. HALF DECENT.
1-5 DICE: Average for a normal person, which is to say bad for a Shadowrunner. BAD.
If you disagree, explain what parts you disagree with and why.
20-24 DICE: Superlatively and enormously powerful. PCs really should not be rolling this kind of dice pool often. ULTRA POWERFUL.
15-19 DICE: Extremely competent and extremely dangerous. Above average for a Shadowrunner in their primary shtick. POWERFUL.
12-14 DICE: Very, very, very competent. Verging on the superhuman. Average for a Shadowrunner in their primary shtick. CAN'T COMPLAIN.
10-11 DICE: Far above average, which is to say, average for a Shadowrunner in their secondary shtick, or below average for a Shadowrunner in their primary shtick. NOT TOO SHABBY.
6-9 DICE: Average for a Shadowrunner in their 'everything else'. This is the minimum level a runner should be at at anything that might matter. HALF DECENT.
1-5 DICE: Average for a normal person, which is to say bad for a Shadowrunner. BAD.
If you disagree, explain what parts you disagree with and why.
Given that different roles have different bell curves (It's really easy to be on the top end on a face. It's incredibly difficult to be on the top end as a hacker without piracy), here's my old dice pools.
For a home game, I'd go the Yerameyahu way and make sure everyone (players and GM) understands how assisting works.
One way I like to think about dice (and obviously open to debate).
21 dice = Go away. I can do this by myself.
18 dice = Can someone hold my tools?
15 dice = I could use some backup on this one.
12 dice = I can back you up on that.
9 dice = I can hold your tools.
6 dice = I think I can, I think I can.
3 dice = you're kidding me right? I'm color blind and you're telling me to cut the red wire?
I don't see the need for 18 or 21 dice in a home game. 15 for the character's focus, a couple 12s and some 9s and your character should be busy most of the game while getting their job done.
One way I like to think about dice (and obviously open to debate).
21 dice = Go away. I can do this by myself.
18 dice = Can someone hold my tools?
15 dice = I could use some backup on this one.
12 dice = I can back you up on that.
9 dice = I can hold your tools.
6 dice = I think I can, I think I can.
3 dice = you're kidding me right? I'm color blind and you're telling me to cut the red wire?
I don't see the need for 18 or 21 dice in a home game. 15 for the character's focus, a couple 12s and some 9s and your character should be busy most of the game while getting their job done.
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Note for above. By "generic character", I meant the one I posted from Chummer, not the one you started the thread with.
Note #2. The guy who can "hold your tools" should be able to add 3 dice (assisting) to the guy who is asking someone to hold his tools, taking him up to 21 dice, same as the top level. Backup (15) + Backup (12) get 19 dice between them.