Geron Raveneye said:
Okay, so Henry thinks this might be feasible as a thread topic, even though this is
not Dumpshock

...so here it is, the thread where all you runners and fixers can show off with the modifications to the rules of whatever edition of SR you prefer.
LOL, no you don't want to read all that...
I had made some
extensive alterations to SR2 (which could easily be ported to SR3 as well, but I mostly played SR2), these include:
- Action Point based Initiative (combat round is divided in 10 segments (1 sec each, thus the combat round is 10 sec instead of 3 sec); you collect AP each segment and use them immediately to fuel actions, you cannot save AP; once an action is fully 'paid', it is executed; the number of AP per round equals your initiative result (the distribution among the segments is looked up on a table, which is based on the Champions initiative table); movement per round is simply divided amongst all segments and you can move during each of them, even if you do not get AP or execute actions then)
- Dynamically refreshing Dice Pools (they refresh partially during each segment, using the AP distribution table, i.e. if you have a Dice Pool of 10, you simply regain one spent die per segment)
- Extra Dice Pools for skill use (Physical, Mental, Social Dice Pools)
- Dice Number modifiers replacing most TN modifiers and some other concepts (i.e. a Burst gives +4 dice instead of increasing the damage done, but can hit multiple times, Recoil decreases the number of dice), the basic idea is (with some exceptions, tho), that if the task itself is more difficult, the TN raises, but if your own ability to succeed in this task is hampered, the DN is lowered. All in all, TN are rarely raised above 5 for standard tasks with modifiers as most modifiers were changed to DN instead of TN modifiers. TN modifiers that are still around are mostly only +1.
- Hit Locations (seperate local physical damage monitor (but no boxes, only L, M, S, D - and is only changed if a higher damage result is suffered... no tallying up as normal and as with the general damage) for every hit location with limits on how much damage can be dealt to your general damage monitor (i.e. a hit in the hand can only cause a general L wound, while the hand itself could suffer a local D wound and be disabled), and how the damage is applied to the location by a flat modifier (i.e. hand would be +2, forehead +3 IIRC, which means a local M wound is raised to a D); hydrostatic shock (HV weapons) increases the transfered wound threshold) and a system for critical hits (there are entries on the hit location table, which simply increase the damage level and let you roll again - critical hits also increase the damage level which is transfered from local to general!), called shots and tracing bursts over the hit locations (i.e. first bullet goes into the thigh, then it's more likely to hit nearby locations with the next bullet).
- Some stuff for grenades, suppressive fire, etc.
One advantage of the way, I've done most of these, is, that they use existing numbers, like the initiative score to obtain Action Points, or the action type (SA, FA, etc) to obtain the action cost, or TN modifiers, which were simply transformed into DN modifiers (some few changes had to be done there, of course).
Overall (altho it sounds (and is) horribly complex) combat has been incredibly fluent and cinematic that way and everyone who played with it totally loved these rules.
Bye
Thanee