QUOTE (mister__joshua @ Feb 1 2013, 04:04 AM)
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Well, it isn't any one thing specifically that we don't like, no massive changes, just tweaks.
I've been looking through the listed optional changes from the core book and like a few of those.
Here are some initial areas we'd like to deal with:
In our games edge has become a bit too powerful. I think this must be a common problem but may be exacerbated by the fact that our play sessions tend to be quite short. In this situation it often occurs that a character will have enough edge to 're-roll misses' on every test they fail in a session. The way I thought to deal with this was to remove the re-roll misses option completely and just allow edge dice to add to a test. This is almost always a smaller dice pool. I also considered combining this with the edge deteriorates optional rule, where you only get extra dice equal to your current unspent edge.
You can refresh edge less often. It's even one of the optional rules. We refresh at the end of each story arc. So that's usually every two sessions, sometimes every 3.
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As long time Cyberpunk players, some of our group have been bemoaning the lack of the crit success/fumble you get in Cyberpunk. That's a 1 on a d10 fumble, and always re-roll a 10. I've been thinking of experimenting with the 'always explode 6s' rule to see if that adds a bit of the crit success thrill. It also enables characters to succeed against the odds more often. I think changing the edge as above should cause more glitching on its own.
If you want more frequent fumbles, you can use the rule that a glitch is whenever more 1's are rolled than anything else or more 1's than hits. It doesn't really effect glitches for low dice pools, but keeps them likely out to about 15 dice. We used the more 1's than hits rule in one of our games and it worked well. Just have a list of glitches or ideas available beforehand, because it will come up. I also like the rule because it eliminates that stupid oscillation in glitch probability as you go from even to odd dice pools.
Always explode 6s will work and make longshots more possible, but be aware it will slow things down, because what was one roll could be 3 or 4.
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Our GM, partly as a Cyberpunk player and partly as a physicist, doesn't like the idea of opposed tests for ranged combat. Shadowrun is the first game I've got him to play that uses them. We were talking about trying out the 'ranged attacks are success tests' rule to see how it works. I think this may make skills like dodge useless, and how the total defence action works against a success test.
If you're going to use ranged success tests, may I suggest that you modify it for an aware target to be: current threshold + Rea/3 + (Dodge/3 on full defense)+ Modifiers (modified appropriately). It keeps it a little closer to the current miss chances and with a threshold of 1 for close range, no one is going to miss anyone during your entire game.
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There were a few other things. Due to there not being hit locations we found that characters haven't felt in danger in the same way they did in 'punk. Any gun shot could kill you. We're gonna go with the optional rule to not convert physical to stun if it doesn't beat armour (this is partially for easiness as we often forget to do this anyway).
Those are a few of the things we were considering. We're not gonna make changes for the sake of it, more experiment with changes and see if it effects the game in an enjoyable way.
If you want to up the threat range, make the damage for all weapons: Current DV + 1d6. Suddenly even the lowly hold-out can be seriously threatening 17% of the time. Not one we use ourselves, but in our last game usually half the group was in over-flow or unconscious by the end a serious fight so we don't really need it. Also, have experienced opposition call shots for a +4 (though I really don't like called shots, because it doesn't make sense that aiming for a specific part gives me a binary of either more damage or no damage on the target).