It seems like Josh Sawyer would appreciate the bellcurve probabilities that result from using lots of of d6.
Then maybe he should rip off the inclinous SR4 system - (skill+ability+modifiers) d6'es, everything over value x rolled counts as a success, amount of successes needed either flat target number or exceeding an opposing (skill + attribute + modifiers) roll.
Ripping off d&d3.0 with a dash of DND4 and names changed around slightly is dumb. But entirely in line with Obsidians track record of making games with excellent writing and retardedly stupid mechanics+gameplay.
Heck, the SR4 way of resolving a pistol shooting a dude is beautiful in its complexity yet simple to comprehend.
Attacker rolls his weapon skill + his agility +/- modifiers. (Poor visibility, smartlink cyberware, attacker is runing, shooting at long range, target in cover etc).
Defender rolls reaction. (+ Dodge if he spent an action to do so. Effectively being in defensive stance).
Attacker hits vs (defender hits +Target Number) determines of the attacker hits the target. Net successes over the base TN increase the damage value of the weapon on a 1:1 basis. (So if you roll tons of successes, you "critically hit" for more damage).
If hit, damage is resolved.
Attacks have a "damage code" that tells how much damage they do. For instance, a heavy pistol may be 5P-1. That is "5 Physical damage, -1 modifier to enemy armor".
Assuming the attack above hit with +2 net successes after all modifiers, the attack would potentially do 7 damage. the defender now attempts to absorb the damage with his armor and toughness.
Armor penetration is applied to the defenders armor (if any). Assume he has a trenchcoat lined with kevlar that gives him 6 ballistic armor. If the attacker hit with 0 net successes (met the target number, no more) the armor would convert the physical damage to stun damage (easier to heal) because the attack strength does not exceed the defensive value of the armor. But since this isn't the case, he'll be taking physical damage. He rolls his (body+armor) number of dice, every hit reduces the final damage by 1. If damage is reduced to 0 or less, the attack is absorbed by the defenses. Otherwise, the remainder of the damage is noted on the damage track.
It basically allows for a good amount of depth, bell curve in success ratings, the option to go for high-damage/low penetration, low-damage/high penetration, some mix thereof or even sacrificing/gaining accuracy at th eexpense of damage/pen with relatively simple tweaks that maintain the consistency of the system and are easy for players to understand and compare. But in essence, the checks made are:
1: skill+ability+modifiers vs reaction+modifier -> transfer net successes
2: armor+body vs damage value+net successes
3 dice rolls. A to-hit roll that establishes base damage; a defense roll which modifies/negates base damage and an absorb roll that determines how much health is lost.