Okay, what. Seriously, I really don't get what message you're trying to convey here.
Let's start with what I DO understand: No, Augmented Maximum is NOT only a chargen thing. Note that restriction 2 is stated to be during chargen, no such statement is made about Augmented Maximum.
Furthermore, I don't get why you're talking about taking ware and raising the total. It's quite clear: You take your NATURAL value, add 4, and that's your Augmented Maximum. So a Street Sam with 5 Strength has 9 as Augmented Maximum. If he has 5(6) Body due to Suprathyroid Gland, the Increase Body spell has to be cast at Force 6+ and can only give him 3 more points to the Augmented Maximum of 5(9).
And yes, that means raising your NATURAL value with karma means the Augmented Maximum goes up. That kinda is the idea of Natural value.
By the way, I disagree with your simpler-statement. NV+4 is much easier than RacialMax*1.5. Especially since it avoids the whole "I got 5 Agility and Muscle Toner 4, so there's no need to raise my Agility to 6 since 9 is my max anyway".
As for the freefalling, if you're rappelling fast by rope it'd help.
One more for the Controverses: Edge & Actions. (Can you use Edge on rolls resulting from an initial edged roll.)
The first part was my confusion as to why people keep marking page 94 as the rule for augmented maximum
My confusion came when i look up Augmented maximum people send me to page 94. And the section is in Chargen in the same "group" as a rule that dissapears after Chargen (the rule being the limitation of availability) and say rule only talks about buying augmentation not adept powers. So now i get that that what you put is an errata and is now the replacement of the rule.
The other part was me asking how the new rule worked as the number is no longer static but instead it depends on the natural attribute.
i get what you say about the new rule being better than the static number in SR4, didnt though of that. However one friend pointed out that a cyber arm now is worse than muscle toner because you could get a +4 with while the limit of a cyber arm is +3 so a metal arm has less potential strength than a meat muscles.
All true. After having some discussions with one of the developers of the martial arts, it appears that there was some decision-making about how to handle the rules for the new techniques, especially with regards to the Rolling Cloud, Leaping Mantis, and Monkey Climb techniques. Some developers wanted to have a skill check involved in the process of using the techniques, others were against that idea. It appears the latter group won the argument.
I believe part of the confusion and frustration is clearly illustrated on page 134, wherein Rappelling and Climbing Failures and Glitches are both described as affiliated with Gymnastics skill, despite neither section talking about Gymnastics. They're both Free-fall related sections.
The reason why a troll can survive that fall better than an elf is straightforward enough: the troll is tougher. Falling 10 meters straight down... you're not likely to walk away unharmed no matter how much you can roll forward to help disperse the kinetic energy of the fall. At a certain point, there's no saving yourself.
This article actually does a pretty good job of explaining what I mean. The rules allow you to try to grab objects, and you can easily rule a fall being broken into smaller parts by simply making the falling person take damage at multiple points in smaller chunks. If you're falling 10 meters, you take 10 points of damage. If you're falling 2 meters 5 times, odds are really good you can resist the 2 points of damage often enough to be unscathed.
If you fall straight down 10 meters, you're going to hurt yourself. Plain and simple.
i agreed, falling straigh down 10 meters should be resisted with body. But like the player in my game said "are you saying i have 10 in Agi and 6 in gymnastic with a parkour specialization and there is nothing i can do to avoid getting hurt? Can grab a ledge or roll in the propper way or anything? So i basically i just waste 16 points + 1 specialization"
So basically the falls short in that one and i have to make my own rules for that one.
For what is worth my idea for that one is gonna be:
Breaking fall test: Agi + Gymnastic (3) [physical] Complex action or a simple action with Agi + Gymnastic [physical]
Every net hit reduces the falling distance in a 1 for 1 basis.
If the player use the simple action optio and the distance shortened is more than safe distance of the character then he has to resist the distance as falling damage. On a glitch you fall half the total distance and resist damage and make an Agi + Gymnastic (5) [physical] or fall the entire distance.
On a critical glitch you fall the entire distance and resist damage.
For example a character jump from a 3rd floor with a lets say distance of 15 meters. He has light body 2 so his safe distance is 5 instead of the usual 3.
He falls and makes the breaking fall test as a complex action and get 3 net hits so he reduces the fall to 12 meters. Then he gets sees the guy he is chasing running away and decides to speed the process and makes the roll as a simple action and get 7 successes so he descends 7 meters which is 2 more than his safe distance (of 5) so he has to save 7 DV with AP -4. He resist and now he has still 5 meters to fall but as that is inside his safe range he falls those last 5 without a problem.
This rule is subjected to the possibility of the PC being able to break fall.