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<blockquote data-quote="Ahglock" data-source="post: 4606133" data-attributes="member: 56725"><p>4e SR. I'm playing in 2 games of it now. The rules are more streamlined than previous edition's and you can basically wing it off of the core concept of attribute+skills+or-mods. The exception seems to be the matrix, which is program+skill because being smart doesn't help you with computers. </p><p></p><p>House rules I'd say you need to go with. No mental manipulation spells, they are stupidly broken. come up with a dice pool limit for active skills(basically everything but body+armor tests) people can build some really lame 40+dice to certain types of skills characters, and any other characters who don't follow suit look the lame. Have a starting edge limit, edge is really absurdly powerful. </p><p></p><p>Normally I'd suggest going with an earlier edition, because while its streamlined, it gained more flaws than features. One of my games is probably switching back to a 2e game, since the problems in the rules with 4e just got to big.</p></blockquote><p></p>
[QUOTE="Ahglock, post: 4606133, member: 56725"] 4e SR. I'm playing in 2 games of it now. The rules are more streamlined than previous edition's and you can basically wing it off of the core concept of attribute+skills+or-mods. The exception seems to be the matrix, which is program+skill because being smart doesn't help you with computers. House rules I'd say you need to go with. No mental manipulation spells, they are stupidly broken. come up with a dice pool limit for active skills(basically everything but body+armor tests) people can build some really lame 40+dice to certain types of skills characters, and any other characters who don't follow suit look the lame. Have a starting edge limit, edge is really absurdly powerful. Normally I'd suggest going with an earlier edition, because while its streamlined, it gained more flaws than features. One of my games is probably switching back to a 2e game, since the problems in the rules with 4e just got to big. [/QUOTE]
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