I'll try getting a gallery up of 'em - my camera is hit-and-miss sometimes, though. *sigh* The
www.hfminis.co.uk has some GREAT stuff, though. Tell me that
she isn't a perfect shadowrunner, or that
he isn't a great LMG merc. Elves and orks aren't too hard (headswaps onto modern minis and/or painted-on fangs), but dwarves and trolls ARE - so far I've yet to find satisfactory trolls, mine are conversions using heads from Mage Knight trolls and bodies from other sources.
Back to topic. TL;DR version of below post: The dice pool system is awesome, but I don't think the bucket-o-dice is necessary and I'm figuring alternatives, which isn't hard given the clear mathy underpinnings of the system.
And I feel like I need to make it clear that this is for MY table. I'm not advocating rewriting the book with a fresh edition only a year old, and what works for your table can't work for mine. (and I've already decided that Movement is a Simple Action, and you can move up to AGI in meters each time you take it, with Running extending that amount.)
When it comes to game design, there are three types of systems: simple, complicated, and complex. A simple game is good for one thing, and one thing only. A complicated game is something where a myriad of different rules gives the illusion of a deep game, but all those rules only make the game harder to comprehend and longer to play. A complex game is a happy medium, and is the ideal to shoot for.
For example, the original Shadowrun could have used wildly different rules for shamans and mages and made it complicated - they might have chosen from different spells lists, or one used Drain where the other used a D&D style memorization, or...
Instead, both of them used the same underlying mechanic, with the only differences being what spirits were summoned and that shamans got totems - differences that are gone now, if you'll notice, making for a more streamlined game without losing anything. That's complex; the differences between a shaman and mage is just in the role-playing.
At its core, the SR4/5 Dice Pool system is complex - it's flexible, it's intuitive, and hell, it's even unique. I can't think of another game out there where the modifiers are to the number of dice you ROLL, rather than the target number TO roll. Closest I know is the advantage/disadvantage of D&D5, but it isn't at the core of the system like the Dice Pool system is for SR4/5.
The complication comes from the simply HUGE number of dice that you can roll for average player actions. The core premise of the Dice Pool system is: "Roll dice pool Z with target number X, each one that comes up is a hit, you need Y hits to succeed."
The nice thing is that you can easily judge what dice pools are meant to succeed at which action by the Thresholds. An Average (2) Action is meant to need a Dice Pool of 6; a Hard (4) Action needs 12, Very Hard (6) needs 18 dice...
I've been trying to decide between one of two methods to cut down on the dice rolling: either have all dice pools be the average of Attribute+Skill (or Attribute+Attribute) and halve the Threshold, or just go back to Skill or Attribute, change it to 4+ instead of 5+, and make a ton of other changes.
First is mathematically identical but lowering dice means 5+ rolls become harder to see - leading to player frustration. For some reason, the idea of 4+ as the TN is viscerally satisfying to me.
Iiii.... think I may stick with the halving method. That way any bonuses or penalties (+2 from Mentor Spirits) are just halved, and it means my friends don't have to remake characters, and that the characters they HAVE are compatible if they choose to travel. Still have to decide between rounding up or down for odd numbers. Probably just go up to keep it simple.