Okay, so I wanted to know what everyone thought about the game's mechanics with concerns to gear, cyberware, injuries, etc. I'm not very good at math and I'm certainly no game designer, so modifying and expanding a hack of a game system (especially a narrative one) was something completely foreign to me. As such, I was wondering about a few things: Extra Dice Do we want to allow you (the players) an extra die to roll for gear as well as cyberware? As it stands, you only have a 2 in 10 chance of scoring a critical success if you happen to roll your number on two dice--and that's only if you're attempting something that's in line with your Role. This means that there's no possible way for you to roll a critical success if you are attempting something outside of that Role. Case in point: V3ct0r picks up a pistol and pops a shot off at a security guard. Because she's a non-combat character, she rolls 1d10 and she must roll above her Role number of 5. Not bad odds, but at the same time the most she could hope for is a general success if she rolls an exact 5 or a success at cost. That's it. As it stands, she would have the same chances to hurt a security guard without a weapon as she would without one. Now suppose she had cybernetics that allowed her to utilize a "smartlink" weapon, allowing for better target tracking, etc. Shouldn't she have an extra die to roll when she pulls the trigger? Note: By the way, these extra dice are being proposed in addition to the standard dice one would get if they were being helped (+1) or had any preparation done prior to their action (+1). Injuries Currently, the way I have it set up is that there are minor wounds (1) and major wounds (2). After a character accumulates four total wounds (of any combination) they are either incapacitated or dead. Pretty straightforward. There is, however, the Death Spiral to consider. For every wound a character takes, their success is limited by one for each wound level. So if Killeroo takes three wounds, like he did in the previous session, he would only be able to get a success on a number between 4 and 7 for combat/physical related actions. The only way he could accomplish something outside his Role or in the non-combat/non-physical theater would be to roll a 4. Currently, that would grant him a general success. That's pretty gritty, which is what I was looking for in a cyberpunk setting. However, I don't know if this is being fair to a player in a cyberpunk game. Know what I mean? As an alternative, I thought that if we were to allow for extra dice to be used for gear and cyberware that injuries could detract from the total amount of dice rolled. To clarify: Killeroo steps into the hallway to ventilate some corporate security guards. He gets one die always for trying an action, another for his combat related Role and finally one for his machine gun, "Lil Betty". That's three dice he gets to roll for that action. Thoughts?