Just realized I didn't post the house rule in its full the other day
(and even made a few errors when doing it...)
here is the link to the house rule as i intended it:
http://forums.shadowruntabletop.com/index.php?topic=18539.0tl;dr
- Cyberlimbs now start out with metatype minimum strength plus two and metatype minimum agility plus two
- You can now only customize your cyberlimb up to your natural (non-augmented) attribute rating plus two
- Cyberlimbs can now be customized up during game-play (if for example the natural attribute increase)
- Cyberlimbs can now be customized one point beyond your metatype maximum rating if your natural attribute is maxed out
- Armor enhancement for hands and feet only come at rating 1
- Armor enhancement for lower arms and lower legs only come at rating 1-2
Cyberlimbs are traditionally super iconic for the street samurai archetype.
This is also the archetype that is most likely to (at least eventually) max out some of their physical attributes.
If your cyberlimb can't reach your augmented maximum rating then a street samurai that is likely to (eventually) max out some of their physical attributes might choose to not throw a ton of money cyberlimbs (as they at this point it will make him potentially weaker, not stronger).
Maxing out your physical attribute, getting a matching cyberlimb and maxing out your cyberlimb will be kinda expansive. Most people will probably never end up in that situation at all. But I still feel that is [very] important that it is there. To encourage street samurai's to get cyberlimbs (or at least not discourage them).
And as cyberlimbs now sort of "scale" as your natural attributes increase it totally fit (or else your would "max out" and no longer "scale" once your get metatype minimal value + 3, or strength/agility 4 for a human).
6 agility on an agility 1 character = +5 (or one higher than augmented maximum)
7 agility on an agility 2 character = +5 (or one higher than augmented maximum)
8 agility on an agility 3 character = +5 (or one higher than augmented maximum)
9 agility on an agility 4 character = +5 (or one higher than augmented maximum)
9 agility on an agility 5 character = +4 (or same as augmented maximum)
10 agility on an agility 6 character = +4 (or same as augmented maximum)
Compared to core where you have:
9 agility on an agility 1 character = +8 (or four higher than augmented maximum)
9 agility on an agility 2 character = +7 (or three higher than augmented maximum)
9 agility on an agility 3 character = +6 (or two higher than augmented maximum)
9 agility on an agility 4 character = +5 (or one higher than augmented maximum)
9 agility on an agility 5 character = +4 (or same as augmented maximum)
9 agility on an agility 6 character = +3 (or one under augmented maximum)
See how the benefit of using cyberlimbs in my house rule is reduced for physically weak characters (like deckers that traditionally isn't an iconic archetype for chromed limbs) and even increased for someone that is (at least eventually) likely to max out their physical attributes (like a street samurai that traditionally is an iconic archetype for chromed limbs).
- and relatively untouched by users that have physical attributes in the 3-5 range (and i think most people agree that cyberlimbs were never an issue for this category to begin with).