I'm looking at creating an alternate resolution system to speed up at least combat mechanics.
The current method of bucketload of dice to hit, bucketload in opposition, then bucketload to soak is just dragging down combat. Having a high end game, rolling 16 to 40 dice multiple times is just painful.
Ideally, I'd love to reduce combat to one dice roll at most, though two would be at least an improvement.
At first I thought of a pure pool-pool approach. You add up all of your modifiers. Do the same for the opposition.`Roll the difference (Called the Resolution rolll). If the total dice score is in favor of the attacker, count 5 and 6's as successes for the attacker, and ones as success for the defender. if the defenders pool as larger, score 5 and 6 as a defender success, and ones as success for the attacker.
I tossed glitches and critical glitches from this system, not being worth he difficulty of retaining.
If the totals as equal, roll 1 dice. 5=6 is one net success for attacker, 1-2 is one net success for defender, 3-4 is no successes tie result.
Pre roll edge adds to dice totals. Post roll edge means in the resolution's, the edge user gets to roll additional dice equal to the number of dice that did not score a success for him. For ties, you simply roll and additional dice.
If the atatcker hits, the net successes are added to the damage value. Defender applies AP as normal. Damage is reduced by Body+AV/3, rounded down. Edge used on defenses means you either add your edge value to your Body+ Armor, or you reduce damage by Body+AV/2, round down.
thoughts/ alternate suggestions? (and please dont say "just play Shadowrun Anarchy. not interested in that at all)
I'd really be happy if the next edition moved away from the buckets of dice rolled multiple times approach.