
OK, so my game is a Shadowrun 5e that we're trying to houserule to fit our playstyle better—which generally means a little less grit, and a good deal less crunch (and yes, we've looked into Anarchy, we didn't care for it). And one thing my group and I have all agreed upon is we don't care for the way Limits are implemented. (If you're not familiar with Shadowrun, you have a dice pool of d6's, and every 5 or 6 is considered a "hit". ("/r Xd6>5" is the favored Shadowrun roll command.) Average tests require 2 hits, hard ones 4, very hard ones 6, so on. If it's a combat roll, extra hits can cause extra damage. To try to keep the bonus hits from getting out of hand, they implemented "limits", stat-derived caps on how many of your hits you can use. So, yes, a character adept at things may have a limit of 8, which prevents extreme overkill, but a lot of characters can wind up with limits like 3 or 4 in fields they aren't strong in, which doesn't just make difficult tests longshots, it makes them literally impossible.) We've looked at this a lot of ways, and the only solution I feel works is a houserule we've agreed calculating manually would just slow the game down (especially in combat). The thinking is, since hits are 5's or 6's, you count 6, 5, 6, 5, 6 etc. up to your limit (so an equal number of 6's and 5's are expended, but if the limit is an odd number, the odd hit is expended by a 6). Beyond that, only sixes count. So, for example, if your limit is 5, and you roll 6 fives and 4 six's, it would go: 6, 5, 6, 5, 6 [limit hit] 6 = six hits. (the remaining 4 fives are forfeit). I've futzed around with commands and macros before but this one feels out of my league. Can I set my players up with a macro that'll do the heavy lifting?