Some houserules
Spirit: I dont want super realistic rules. The damage codes of the SR4 Weapons are ok for me. So please dont discuss damage codes or similar things that have something to do with balancing SR against reality. I just want consistency within the rules, by changing as little as possible.
Creation and Advancement:
Rulechanges:
Reason:
- changed physical attribute cost from "New Gradex3" to "New Gradex5"
avoid "max every attributes before any skill" behavior
- racial bonuses do not count when increasing attributes with karma
avoid attribute disadvantages for characters with high stat boni like trolls and orks
- increased cost for the awakend (magicians, technomancers)
compensate for cheaper magic and resonance costs (sill New Gradex3)
- increased costs for metahumans
compensation for different metahuman bonus system and new overall baseline
- increased starting karma to 550
compensation for higher attribute costs and new overall baseline
- changed resources to 3000 per Karma point
compensate for higher starting value
- chaged karma availible for knowledge skills to (logic + inuition)*10
new baseline
- doubled costs for specialisation (4 for active skills 2 for knowledge skills)
balancing
custom creation Excel sheet
Global:
Attribute Cap is "1,5 x natural maximum" for permanent augmentations only. Situational modifiers like drugs, bone lacing, combat sense and others do not count towards this limit, expect when the Rulebooks states explicitly otherwise (like in some spells).
You can never roll more than "2x natural maximum" dice as the attribute component of a test (excluding edge dice)
You can never roll more than "2x skill maximum" dice as the skill component of a test (excluding edge dice)
You can not achieve more hits than your skill+1, or 1 by defaulting.
Exceptions: When using edge, tasks that do not require a skill (reaction test when shot at)
In extended tests that require a skill, and that are not just repetative (gamemasters discretion) you are only allowed to roll "skill" times, one time when defaulting.
Matrix:
Matrix test are allways "Logic + Relevant Skill" with the corresponding program/complex form restricting the number of hits (analogous to spellcasting)
Technomancers using threadding on an existing complex form may chose weather they want to increase the complex form, or add dice to the "Logic + Relevant Skill" test connected to the complex form, or a combination, with net hits.
Magic:
stun spells get the +2 drain lifting them up to the physical powerbolt-line spells
(a stunned target is better than a dead one. it is easier to kill somebody with power than to stun him)
Vehicles:
Every 20 points difference in max speed give the faster drone/vehicle a bonus of 1 die for the opposed test at the start of each chase combat phase
Combat:
If physical damage is reduced to stun because of high armour, the damage boxes are divided by two (round up) after damage resistance
(we want armour to matter, a stunned target is as good as a dead one. stun is even better against trolls and other body monsters than physical, so they shouldnt be punished by translating physical to stun wihtout any odifiers)
Strength 6, 9 and 12 give 1, 2 and 3 points of recoil compensation respectively
Ammunition:
Gel:
+1DV (S) / + Impact
Flechette:
+2DV / + Impact
Explosive:
+1DV / +1AP
Exexplosive
+2DV / +1AP
APDS
- / -5AP
(ammo types were broken)
Cyberware:
Cyberware is upgradeable, Bioware is not.