I've been thinking about the fundamental shift that happened from SR3 to SR4, and I was wondering about a "what if" scenario that involves an edition of SR that didn't completely dump all of the old systems, but modified them to work better and faster.
So I came up with this.
Skills and attributes are from SR5. Ditto goes for basic augmentation rules (+4 max). Limits go away and damage codes return, requiring a massive rewrite of the gear section which I'm not going to do here because this is a doodle, not work.
Target Numbers exist. They float between 2 and 6 (1s are always failures on the dice). If a modifier causes the TN to exceed 6, the TN remains 6 and you take the excess penalties to your dice pool.
For a simple test involving a skill, you roll the skill rating in dice. The base Target Number for using a skill is equal to 8 - (linked attribute). Additional modifiers may apply. This generates a TN of 2 to 7 for humans, meaning that the best humans (6s) get the easiest rolls, while the worst humans (1s) get the hardest rolls (TN 6 and -1 die). Average humans (3s) get TN 5. This also means that augmentations will take these TNs down into the negatives, which adds room to cope with piles of negative modifiers.
Combat tests generally work by figuring the attack as a simple test, and then adding room for a dodge test. The dodge test is (Reaction) dice versus (8 - Intuition), which can be augmented by Gymnastics for active dodging. Cover acts as a modifier to the dodge TN. Things like burst fire or area attacks can make the dodge test harder.
Combat damage uses Power (TN), LMSD levels, and staging. The 2nd, 3d, 4th, 5th, 6th, etc net success (ie, all but the first one) each stage the damage up by one level. Once it reaches D, remaining successes add to the Power 1-for-1. Weapon Power codes generally sit between 2 and 6 -- anything bigger is typically a heavy weapon or anti-vehicular in nature. Armor codes generally sit between 0 and 4, with 4 being full security armor. Anything bigger is military. Also, generally speaking, Armor of 3 or higher is expensive, obvious, and probably illegal for the public.
A short (simple) burst (3 rounds in BF mode, 5 in FA) increases the Power by 1 and stages the damage up 1 level. It also imposes a +1 TN modifier on dodge tests. A long (complex) burst (6 rounds in BF mode, 10 in FA) increases the Power by 2 and stages the damage up 2 levels. A semi-auto (complex) burst (2 bullets in SA mode) increases the Power by 1 or stages the damage up 1 level.
Sample damage codes:
Ares Predator: 4M
Fichetti Security: 4L
AK-97: 5M
Ranger-Arms Sniper Rifle: 5S
and so on.