Obviously we all like Shadowrun, that's why we're here. I've ran quite a bit of SR5 this year already, but miss some of the elements of SR4, especially all the supplements.
In my home game, I have the luxury of there being three Shadowrun GMs. We've been talking and shooting around some ideas about how to take some of the new things we like from SR5, without giving up everything we love from SR4A... and perhaps bring a piece or two of SR3 and our own experience into the mix.
One of the first on my list is now edge. My solution is more SR3, than SR4/A or SR5, but it is what it is.
A starting character with 8 (or even 7 or 6) edge is crazy. I ran for one several times at Gen Con this year; I don't think I ever got the character to spend all 8 edge and pre-spending to turn off limits paid off several times for her to the point of really pushing the game over the top. In the end, I found myself yearning for an SR3 feel where the karma pool grew over time. To get back to that feeling, we are going to play test more of the following system:
EDGE
ACCUMULATING EDGE
Starting characters have a single edge point (humans get two) and it cannot be increased during character creation. Every 40 total karma earned, a new edge point is earned. One edge point can be spent per test.
We then looked at how edge is spent, liking most of what we had, coming to the following list:
SPENDING EDGE
Push the Limit: Preemptively add edge attribute (in dice) to a test. Rule of 6 applies to all dice in the pool. All limits are ignored.
Reroll Failures: Reroll all dice that are failures. (Glitches & Critical glitches still stand separately.)
Seize Initiative: Move to first in line for initiative for a single pass, returning to your normal position (number) for subsequent passes. Multiple characters seizing the initiative are
simultaneous.
Act Now: Spend an edge, after initiative has been rolled, to act on any initiative value. If an action would be earned this pass, it is spent. If an action would not be earned this pass, it is
gained.
Add an Action: Add one pass in the current combat turn. Must conform to one of the five times to earn a pass. No more than four physical/five matrix actions may be taken by a character
during a combat turn (even using edge).
Downgrade a Glitch: A Critical Glitch becomes a normal glitch or a normal glitch is ignored.
Deadman's Trigger: If a character has a pending action in the current pass and is going down, afterspending an edge roll Body + Willpower(3). If successful, take the action.
BURNING EDGE
Edge that is already spent may be burned.
Hand of God: You survive. This does not mean you are combat capable, it just means that whatever was going to kill you... didn't. (Perhaps, see Heavy Damage, Augmentation pg 21)
Smackdown: Get up to four successes on a test (dependent upon your dice pool. A dice pool of 2 = 2 successes. A dice pool of 5+ = 4 successes.)
Reset Button: Completely re-roll any roll, including a reset of glitches/critical glitches.