Houserules: Edge (4/4: Qualities & more)

Rather than stretching this into a total of five posts, I’m going to first do Qualities, then a bunch of smaller rules here, and wrap it all up now.


There’s several important sources of Edge. We have Attack/Defense Ratings, tactical advantages, and gear/qualities giving a benefit in specific situations. In the SR5->SR6 move, a lot of the dicepool modifiers got turned into granting Edge (or disallowing gain and spending). And as one can expect with a complete overhaul, the ball got dropped here and there. Let’s start with the primary offender and another quality to compare it to.

First of, Photographic Memory: 12 Karma, gives a temporary point of Edge on Memory-tests (aka Logic + Intuition). Meanwhile, we have Analytical Mind: 3 Karma, bonus Edge (so not just temporary) when making Logic-based tests. Not only is it superior and cheaper for the same test, but AM also boosts Hermetic Drain Tests, Hacking, etc… In other words, AM is not only cheap as hell, but also by far superior to almost every other quality there is.

Now I am not going to go through every Positive Quality giving Edge, or every piece of gear. Instead, I’m just going to offer some quick-and-dirty rules, where every specific case can be weighed against these guidelines and decided on tweaking or not. There’s just two qualities I’m explicitly suggesting a nerf for.

  • Analytical Mind only works on knowledge-based Logic-skilltests
    • In other words, this no longer buffs Hacking, or drain tests. If your knowledge skill lets you roll an active skill + Logic, this quality helps. Perception + Logic (Seattle Street Gangs) to figure out why a gang is behaving strangely, you get the bonus. Perception + Intuition to identify what exact gang you’re dealing with? No dice.
  • Indomitable only works when dealing with Intimidation, Nauseated status, Natural Recovery and resisting Magic spells/effects (such as Movement)
    • This means it won’t help Drain Resistance, Astral Combat, Mentor Spirit downsides, Matrix Tests, Lifting, Judge Intentions, resisting most Influence/Con, Toxins. Why? To fit better with the description and not be horribly overpowered.
  • All Edge-granting Qualities cost 12 Karma
    • No concerns about cost imbalances if they’re pulled straight across the board
  • Gear/Qualities that cover edge-cases give permanent Edge, ones that are more frequent only give temporary Edge
    • For example, this means that Spirit/Sprite Affinity and Control Rigs only grant temporary Edge. Combined with the 12-Karma rule, this means that there’s only one dimension to worry about: Is it a rare case, or will it be used an awful lot?

No doubt there are way more options to be considered and finetuning to be done, so decide where you deem it fit. And as always, don’t be afraid to change your mind.


And now, some smaller rules, some of which are alternatives to previously-mentioned houserules.

  • An attack with – as base AR, or a net AR that fails to exceed Cover DR, automatically misses
    • Right now, an Assault Rifle can fire and hit at Extreme Range no matter what DR it faces. This also encourages the owner to use the heaviest DV-bonuses they can find, since the AR penalty afterwards doesn’t matter. With this restriction, that’s not an option anymore: 0 means a failure no matter what, and even 4 AR canno beat Full Cover
  • Assisted Climbing (p93 climbing gear advantage) gives one point of temporary Edge, also gives a discount of 1 (min cost 1) on Edge Boosts
    • No Edge-abuse possible this way, and Assisted Climbing has value past the first time you decide to use Edge during the long climb, because at the low progress made when climbing, a longer advantage is definitely needed
  • Edge Pool caps at Edge Attribute + 2, rather than 7 or 9
    • Adds more value to high Edge, since it also impacts how much you can keep with you during combat. 1 Edge? Forget about ever doing Anticipation.
  • The Edge-gain limit per Action is capped at 3 instead of 2
    • This is for if your players are excessively tactical (or Riggers with Control Rigs) and you want to reward them more for it. Raising the cap, rather than just throwing it out, prevents a desperate race for tactical advantages while still giving more leeway for your clever bunch. Of course this also counts for enemies that get the drop on them…

And with that, we’re done! For now…

Seriously though, I still have a bunch of houserules I’ll write about another time. But Edge-wise, this is a wrap right now. Talk to you later, chum.

Houserules: Edge (3/4: AR vs DR)

So, on this third post about Edge houserules, let’s start with Attack Rating vs Defense Rating. If AR-DR is 4+, or DR-AR is 4+, the bigger side gets a point of Edge. 11 AR vs 8 DR? Nobody gets anything. 12 vs 8? Edge to attacker. 2 vs 12? Edge to defender.

When people argue Armor does nothing in SR6, this is what they talk about: In more extreme cases, the extra armor won’t matter for this equation (if I already beat you by 4, extra DR won’t help me, if you have extremely high AR usually more armor won’t help me). But at the same time, it also has extremely little impact in the middle: If the enemy’s AR is 3 above my DR, they can drop 6 AR on their firing mode without giving me any advantage. Oh, and if the enemy Takes Aim with a Scope, suddenly your high DR solely blocks enemy Edge but you get zero benefits.

At the same time, if we look at a crazy Tank in SR5, it was quite easy for a character to take on average 7 damage less than others. Which means that an attack that does 3 damage against said Tank, will do 10 damage against a Face. To threaten the tough players, you had to risk one-shotting the others. If too big a benefit is given to high DR/AR ratings, we reintroduce this problem. So this is definitely something to avoid. And, as many who altered this mechanic noticed, it plays a big part in the new Edge system, so just cutting out the Edge is a bad idea.

Mathwise, by the way, it’s possible to basically have anywhere from 2 to 20 AR thanks to weapon mods and grunt groups, while default DRs of 5~8 can become closer towards 20 if you really try. (Let’s not touch on Cyberarmor-tanks for a second.) Don’t forget Cover can add anywhere from +1 to +4 to DR, as well.


So, all this means a houserule should fit 4 criteria.

  1. AR/DR differences should still grant Edge
  2. We want some form of gradual benefits, within limits to not encourage DR/AR-hoarding
  3. Benefits shouldn’t be at the level of reintroducing oneshotting with big differences
  4. Imaging Scope needs a form of nerf

My own proposal is as follows:

  • Steps of 3 difference, not 4
  • First step grants Edge
  • Second and third step grant +1/-1 soak die
  • Imaging Scope’s benefit reduces the Defender’s benefits with 1 step, and only does so at Medium+ Ranges

Steps of 3 are meant to make AR/DR-difference matter quicker, so you don’t get the extra benefits only in really big cases. The second and third benefit are smaller-scaled, so that it’s not an absolute must to get as high as possible. AR 8 vs DR 17+ means 9/3 = 3 steps, defender gets +1 Edge and +2 soak dice.

With more than 1 level, suddenly we can nerf Imaging Scope. Plus a Scope won’t help you in close quarters, it’s really meant for long-distance situations.

Now, the reason we’re impacting the soak dice, rather than the attack/evade dice: This way the AR-DR comparison doesn’t impact the hitchance directly, instead it impacts the damage taken. Means it feels more like the Armor is helping you avoid damage, which makes more sense than that it helps you evade.


Of course plenty of alternatives are possible, such as:

  • Imaging Scope reduces DR with 3 if DR>AR, aka you don’t lose 1 step of benefits if your DR is high enough
  • Steps of 2 difference, so AR-DR game gets to its benefits much faster.
  • Bonus on attack/dodge, reflecting that poor/excellent armor makes it easier/harder to land a dangerous hit on you
  • Full soak point instead of just a soak die, making the AR-DR benefits far more lethal
  • Extra points of Edge instead, which bypass the ‘2 Edge gained per Action’ limit, but not the ‘2 Edge kept per turn’ limit
  • Introducing special AR/DR-modifying circumstances for special situations (a sandstorm may add 2 Cover-levels, while still capping at 4 levels, for example)
  • No step-limit, meaning AR/DR armsraces are encouraged and Tank builds become much harder to injure again

Now I disagree with some of these of course, as you can tell from the justifications I posted above for the rules I wrote down as my version. However, let’s face it: My preference is not everyone’s preference. You should go with what feels right at your table. Just make sure everyone understands that if the mechanics feel too much or too little, it’s okay for the rules to alter after a few sessions to try them out. (Don’t spring ‘I am altering the deal, pray I don’t alter it any further’ on your players. Darth Vader was the bad guy, GMs are not.)


Oh, and you will want to write down your grunts and players their default step-ranges, if the math proves frustrating. If you have a simple chart, you can just go ’16 AR is orange, so you get 1 Edge and they lose a soak die, go roll’. Might help with the bookkeeping.

Now I still want to discuss a few Edge-related qualities and such, and a few alternatives to houserules from my previous post, but let’s touch on those another time.