Okay, so normal combat in SR4(A) is very well-explained in the combat chapter. You roll your attack; the target can choose to full-defend if it wants. You hit, subtract AP from armor (or, if we're getting technical, add it), compare adjusted armor, roll damage resistance, take damage. Next attack.
In my PbP games, this has been a completely unacceptable number of things to do.
Basically, my combats bog down very, very badly, to the point where a single pass can take weeks as people wait for other players to post their various rolls. I'e tried a number of tricks to speed things up, but I've come to the conclusion that houserules are really necessary. I'm looking at three houserules thus far; two are fine, but the other is kind of a problem.
1. No full-defense as an interrupt. I don't feel that this is a huge loss.
2. Spending a point of Edge just makes an attack miss. Since I only refresh Edge at the end of adventures, even Mr. Lucky can't afford to lean on this too hard.
3. Passive to-hits and damage resists. Essentially, everyone is always treated as buying hits on their reaction and damage resistance rolls; the only roll that's still actually made is the attack roll itself.
As you might guess, the third rule is the problematic one. I have two questions.
1. Is this balanced? Does this make armor too good? Does this make weapons too lethal? I don't trust my system knowledge enough to know that it's fine as-is.
2. What the hell do I do about armor piercing? I don't want to have to recalculate bought hits on the fly, but changing everything that's less than AP -4 to effectively AP 0 seems wrong too. Thoughts?