Mustrum_Ridcully
Legend
If the dice are the worst, go with 2 rule changes:Gundark said:Well we choose to go with SR 4 for a couple of reasons. First it was a new edition, 2nd it won an Ennie and I usally trust the ennie winners. I played SR 3rd ed. once or twice.
Overall it was the mass loads of dice that turned us off. Mass load to hit, mass load to dodge, mass load to resist. Combat seemed to be horribly bogged down.
However 4e seemed to be a step up from 3e
4, 5 and 6 count as success, and you can trade in dice for automatic hits at a rate of 2 dice for one hit. Roll never more then 6 dice, trade the rest in. You should probably guarantee that at least 2-4 dice are always rolled.
My approach would be to give an additional bonus to Dodge rolls, and a automatic hit for initiative rolls. I think the cost for reflex enhancement might still be too high, but this would probably work fine for my group.Playing a guy with Wired Reflexes without multiple actions per round is just lame. SR3 made some adjustments for the sake of balance that were unfortunate but probably necessary (specifically, that everyone gets to go at least once before the ultra-fast guy gets his remaining actions, so he only gets to shoot at the slowpokes twice, rather than 4 or 6 times) but getting rid of multiple actions altogether just turns the game into playing make-believe. You pretend that your character has reflexes three or four times as quick as the human norm, and everyone else more or less humors you even though the rules don't support it.