Reaver: you're making a lot of sense. I'm sorry if I flipped you shit.
Do you really think it balances dudes having hulk strength if they have one more die on B/R tests? In hard game mechanics terms I don't really see it. Troll players are likely to be stuffing the physical attributes to the gills, making a L or I choice of 6 extrrrrremely rare (and difficult to swing) case anyway, don't you think? I see plenty of self-regulation there on its own.
And you play something else because chargen/karma resources to get tank stats leave less to beef skills, etc, right? Is that not internal balance enough?
I'm ready to be wrong on that, as I've never had a troll PC and don't know.
Game balance is a HUGE issue that developers of RPGs (PnP, and electronic) struggle with all the time. And sometimes, it's the small things that can really add up to make a huge balance.... Or imbalance.
JUST looking at trolls and limiting this to 4e rules (cause I don't have 5e yet) lets look at their stats for a minute...
+4 Str
+4 body
4 logic limit (note, NOT a -2!)
5 agility limit
Intuition 4 limit
4 charisma limit.
4 willpower limit? (no books, running off memory)
+1 reach (adds 1 die to Melee combat tests)
+1 ballistic/impact armor
45 age max average.
Age is largely a non issue as many players make their characters young to middle aged (also note there is no 'age' penalties to stats)
Everything else leads one to note that trolls excel at soaking damage and dealing massive damage from Melee attacks (+5 dice, +2 damage over a human that invested the same amount of BP in strength), (+5 dice to resist damage over a human, again with same stat investment and gear)
They make 'ok' mages, hackers/riggers and TMs. They won't be as 'Good' as a human, but far from unplayable too (yes, I have played a troll Mage... Up to about 150 karma). But the willpower, logic limiter makes them a little tricky. (-2 dice over a similar human build... Which means 1 less success on average for tests)
Now, if you keep the physical stats the same, but boost the mental stats to 'human' levels....
Trolls are just as good as humans at everything and +5 dice better then humans at absorbing damage, Melee attacking, and +2 DV higher Melee damage (before successes!!) with NO 'limitations'!!! Being a troll goes from 'interesting character choice per concept' all the way to 'no brainer for every archetype!'
I mean, why play anything else BUT trolls with those advantages and no disadvantages?? (except as maybe an interesting character concept...)
Hence the balancing that the Devs have put in by limiting the trolls mental stats as a way to 'steer' the character to the samurai role (where they excel!) and limit their overall power in the arguably more powerful archetypes of riggers/mages...
But really, how much does a logic limit of 4 'handicap' a troll. Well the book says a logic of 4 is university level understanding... Regardless of if the character goes to university! So we can safely say he's 'pretty damn smart!' and capable of doing any job a human can do! Basically that limit of 4 logic means he is -2 dice from any test that a human with the same investment in skills (and MORE investment in logic) is going to be...
In practicle terms, it means on average, the troll is going to get 1 less success per roll (remember also that a single success is all that is needed for most instant tests) and will be 1 to 3 tests behind a human (again with a larger investment logic... Not an inherent bonus!) on extended tests... Meaning he lags behind 'the world's smartest human" by 1 minute (simple extended) to 3 days (extremely hard extended).... Not what I would call a huge handicap considering that human had to invest 55 extra karma to get those +2 dice.