Saeviomagy
Adventurer
Our houserules document is pages upon pages long (all for 3rd ed). We never really tried to fix decking, but we did a decent job on rigging (although it was half unfinished).
One of the best rules we used was that dice ALWAYS explode, and for every multiple of 6 above a target number you get, you get an extra success.
That means it's possible to get more successes than dice rolled, which IMO is a good thing.
Oh, and henry: If the TN's are THAT bad in a firefight, then the PC's without a chance of hitting should be doing their best to improve their chances. Lighting up the bad guys, clearing smoke, moving closer, that kind of stuff.
I once had a firefight where the PC's were frantically defending a lightswitch, because the party all had vision augmentation and most of the bad guys didn't, and if that lightswitch got flipped, they were all in big trouble.
One of the best rules we used was that dice ALWAYS explode, and for every multiple of 6 above a target number you get, you get an extra success.
That means it's possible to get more successes than dice rolled, which IMO is a good thing.
Oh, and henry: If the TN's are THAT bad in a firefight, then the PC's without a chance of hitting should be doing their best to improve their chances. Lighting up the bad guys, clearing smoke, moving closer, that kind of stuff.
I once had a firefight where the PC's were frantically defending a lightswitch, because the party all had vision augmentation and most of the bad guys didn't, and if that lightswitch got flipped, they were all in big trouble.