QUOTE (suoq @ Aug 25 2011, 01:15 PM)

I don't understand the point of having different rules for chargen and post char gen.
Primarily to discourage overspecialization at the start, and leave room to grow in the long run. I could be convinced it's not necessary, but it seems the only way to make it not necessary is having skill costs rise with skill ranking both pre and post char gen a la karma improvement now, which is something I don't particularly like, because it makes in game improvements start coming much further apart, since karma rewards don't actually improve as you become a better runner. (As opposed to say D&D where yes experience to level goes up, but your experience per encounter increases drastically as well, so you have a pretty predictable rate of power increase. I much prefer having a general feeing of gaining a level every 1-3 sessions vs after playing the character for a year I have to go through a half dozen sessions just to raise a single skill)
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In my opinion, this devalues skills because it's simply a race to a the cap where scaling increases mean that people like Fastjack really are better without having to break an arbitrary skill cap.
Pretty much addressed above. Yes, it makes NPCs with high skills better. But it makes players however have to wait much longer between increases. Players like seeing their character improving and getting stagnated because you've already reached a decent level with your skill is pretty boring.
QUOTE (Runner Smurf)
2) The Ranged Combat Rules See my posting (or follow the link to my SR page) to see what I think should be done.
I read them, and replied to them, but honestly they'd need a lot of polish to work as a core rule. It would also need to be adapted to indirect combat spells and some other things if made official. While I could see the reasoning for changing it, for 90% of people I fail to see the need.
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3) Armor/Hardened Armor Hardened armor makes things brittle - once you overcome the hardening, they take massive damage. There is no middle ground. And I think that overall, the armor ratings (for people at least) are way too high. It's way too easy for people to be effectively immune to Predator IV shots. I haven't dwelt on the matter long enough to know what the right solution is. I suspect that just tweaking the mechanics isn't enough - you'd need to adjust the data tables.
Like Draco said, take half hardened armor value and make it auto successes does a lot. It's a fairly common houserule to my understanding.
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5) Vehicle Stat Blocks I like how they simplified them vs. SR2/3, but I think they went too far. It's mostly a data-compilation issue, but as a GM and a player, I find I need to know how many people can fit in a vehicle, what kind of doors it has, and roughly how much it can carry.
How many doors and such should be variable without costing slots. You want a 2 door instead of a 4 door? Go for it. Number of passengers should be standardized across vehicle types (ie PMV = 1, Car = 5, Van = 9, or something like that), and carrying capacity could either be standardized, or done according to body, or both (ie vehicles of this type with this much body have this much, but vehicles of that type with the same body have a different capacity).
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Street Indexes, and Concealability I see why they got rid of them, but Ghost how I miss them.
I don't want street indexes back. As for concealability, a quick an dirty overhaul would be reverse concealability. Instead of making it a dicepool modifier on perception tests, make it a number say 1-6, higher is better. The concealability rating makes a target need that many hits on a perception test to see it. Concealed holster adds 1 to the rating, longcoat adds 1 to the rating. Other modifiers are used as a dice pool penalty to perception as normal. So your holdout pistol in a concealed holster behind your jacket needs 8 successes to be seen. On the other hand your chameleon coated heavy machine gun that you're trying to palm with your sling and long coat gives the target a threshold 2, with a -5 penalty to his perception.
QUOTE (Draco18s)
9) I think the mage-end of things are fine. Maybe a few minor tweaks in the overcasting and/or multicasting rules, but most of the change should be on the defender-side.
His discussion on magic was more about summoning than magic resistance itself. And while spells being unresistable is the biggest issue, being able to have a half dozen spirits that are almost as powerful as a typical runner, and definitely stronger than your typical NPC, can be a probelm.