While looking over the cyberware and the bioware section in the SR4 core book I've noticed that bioware seems to have received a huge boost in effectiveness and it seems to me that for the boost that it gets it has a very small impact on the body , just as an example
Wired Reflexes Rating 3
- 5 essence , 100,000¥
+3 reaction , +3 IP
Now this is great in comparison to SR3's Wired , much cheaper but same bonuses(well sorta) and this is all fine and dandy for me but the thing that gets me heated is the changes bioware went though as an example Synaptic Boosters(Synaptic Accelerators for SR4)
Synaptic Booster (3)
- 1.5 essence , 240,000¥
+3 Reaction , +3 IP
Now sure the 240k price tag is pretty steep for sammies starting off but for the essence cost it is well worth it especially with it giving the same bonuses , but look at it this way deltaware wired is only going to have a essence cost of 2.5 and it costs a costly 1,000,000¥ , still 1 more essence then it ... I don't know maybe I'm just ranting here but half of the cyberware is going this way now(the Bio version kicking its hoop) .... I just feel a little weird the cyber is taking a back seat in a cyber punk type game . is anyone else getting this same feeling?
There are a lot of things cyber that can't be purchased as bioware (visual enhancement, smartlink, commlink, control rig, etc.). But for those cyberware that have bioware equivalents, it looks like the bioware costs less Essence and costs more nuyen.
Yep, It seems that way. Which is all good in my book. I have always been a hardcore implant guy, and this just seems like the natural progression though...
Sounds rather clunky to me. Did they just take all the reaction booster tech ( bio and cyber ) and make them all work the same?
If synaptic accelearators work just as good as wired reflexes then how do the others match up?
What about boosted reflexes?
What about move by wire?
What about those reaction enhancers?
| QUOTE (booklord @ Sep 16 2005, 11:14 PM) |
| Sounds rather clunky to me. Did they just take all the reaction booster tech ( bio and cyber ) and make them all work the same? |
| QUOTE |
| What about boosted reflexes? |
| QUOTE |
| What about move by wire? |
| QUOTE |
| What about those reaction enhancers? |
In SR3 wired reflexes had a greater cost in essense but far superior performance and were detectable by the most basic cyberware detection. Synaptic accelerators had the least cost but the worst performance and were barely detectable at all short of a full medical scan. Boosted Reflexes came in the middle.
But this flavor has apparrently been sacrificed in SR4 on the altar of conformity. I find that clunky.
You find the prospect of unified game mechanics clunky?
I could accept it if you found them boring, but clunky?
----
That being said, the difference between Wired and Boosters now is a fairly large pile of money and an even larger (relatively) pile of essence. With the new edition's recosting of things, Wired Reflexes (and Muscle Replacement, for that matter) just didn't get the memo and cost way too much.
So yeah, noone is ever going to have Wired Reflexes except minor thugs. That's a problem.
But the unified game mechanics, that's not a problem.
-Frank
Perhaps clunky is the wrong word........
But in SR3 players had to make a choice between performance and detectability and essense cost. In SR4 that choice is obvious because one system is plainly better or equal than the other in every way. Would it really have been so difficult for them to figure out a way for wired reflexes to have a performance advantage to compensate for its obvious disadvantages? ( Detectability and essense cost )
The same thing happened when they meshed magic traditions together. They lost a lot of flavor for the sake of conformity.
I'm determined to make this game more like SR3 using house Rules . ( trying to combine the more streamlined play of SR4 with SR3's better flavor ). But I'm starting to get a real view of how daunting that task may be.
| QUOTE (FrankTrollman) |
| So yeah, noone is ever going to have Wired Reflexes except minor thugs. |
I don't know man. Starting Chars have the choice of paying 160,000 for lvl 2 Boosters or 32,000 for level 2 Wired....Seems like they both have their niches to me.
Booster lvl 2==32 BPs
Wired lvl 2==6.4 BPs
It seems that essence isn't as big a deal as it used to be, so going alpha Wired 2 seems like a good choice to me.
| QUOTE |
| Every level adds 1 to your Reaction Attribute. That's it. No effect on your actions per round or anything, just adds to your Reaction. That being said, these things are awesome. Your Reaction is your Defense against all attacks. So this is basically +1 Combat Pool for .3 Essence. This item is in high demand. Especially for Riggers actually (since Reaction also adds directly to all piloting tests). |
Gone from
Synaptic Accelerator - Worst Performance, Best resistance to detection, best essense cost
Boosted Reflexes - Mid-range in all
Wired Reflexes - Best performance, Easily detectable, worst essense cost
* not including move-by-wire
To
Boosters - Same performance, Best Essense Cost, assumed more difficult detection
Wired Reflexes - Same performance, worst essense cost, assumed easier detection
It's not the change of mechanics I object to. It's the loss of variety and flavor. One player could choose to go the less invasive and more concealable route while another could choose the better preformance but more invasive and detectable route. And the true cyber nuts could go with move by wire. ( Synaptic accelerators were rare as at that point they'd just as easily go physical adept )
Now if you've got the cash there is no reason why you shouldn't go for the bioware version.
Potential House Rule
---------------------------
Synaptic Boosters know only add +1 initiative pass per level and does not increase reaction. But does recieve considerable advantages of being less detectable and much more diffucult to disable through anti-enhancement technology.
| QUOTE (booklord @ Sep 17 2005, 05:03 PM) |
| Now if you've got the cash there is no reason why you shouldn't go for the bioware version. |
| QUOTE (booklord) |
| It's not the change of mechanics I object to. It's the loss of variety and flavor. Potential House Rule |
Though, I still dont get why bioware should be as good as cyber. ANd after all, its Cyberpunk and not Biopunk.
Burn in pun hell.
| QUOTE |
| In 2070, bioware is the stated way of the future concerning modifications, so the fluff has changed. |
so either shave of a ip or some of that reaction bonus...
| QUOTE |
| so either shave of a ip or some of that reaction bonus... |
oops, missed that part
| QUOTE (FrankTrollman) |
| You find the prospect of unified game mechanics clunky? I could accept it if you found them boring, but clunky? |
| QUOTE (Fortune) |
| Unless, as I mentioned before, you actually want to be able to turn them off and on. |
A simple way to get the kind of results you are looking for is to put Wired Reflexes onto the same kind of linear track as Synaptic Boosters.
At 11,000
and 1 Essence point per level, you'll see a lot of people using Wired. At most nuyen price points you get a substantially higher level of Wired and yet pay significantly more Essence both in absolute terms and relatively. In the ultra-longterm, people with the sweetest gear are still going to be using the bioware (as it costs as much essence for the standard grade as Wired would for Delta Grade, and it costs 27% less
.
In general, always adjust costs first and reserve mechanics changes for when you have a better grasp of the system. This is because an adjustment to the costs of things i always relatively limited in scope, while a mechanical change may have far reaching and unpredictable ramifications. Since I believe that you can get the results you are looking for (higher performance, but "lower tech" feel out of the cyberware version) with a simple cost adjustment, you should try that first.
For one thing, if you later decide that it's a bad idea, a cost adjustment is pretty easy to retcon. Much more so than a more far reaching change.
-Frank
| QUOTE |
| In general, always adjust costs first and reserve mechanics changes for when you have a better grasp of the system. This is because an adjustment to the costs of things i always relatively limited in scope, while a mechanical change may have far reaching and unpredictable ramifications. Since I believe that you can get the results you are looking for (higher performance, but "lower tech" feel out of the cyberware version) with a simple cost adjustment, you should try that first. |
Remember how in previous editions a Boosted 3 system was the rough equivalent of Wired 2? Well that hang-up is gone for good. In SR4, if you have Reflex Enhancement 3, that means that you have Reflex Enhancement 3. Reflex Enhancement 3 in Bioware is just prohibitively difficult to get.
This is similar to how in previous editions you could stack the Synaptic Accelerator with other initiative enhancements (stacking it with Move-By-Wire in SR2 according to Cybertechnology, or Boosted Reflexes in SR3 according to Man and Machine). Through some very complicated systems of ropes and pulleys you could arrange in most previous works to have a total bio-based system that equalled or exceeded anything Wired was capable of - just not until you were already an experienced character.
The only thing that is missing from that flavor set-up is that it's too frickin hard to get yourself Wired 3. If starting characters could purchase and afford Wired 3 without being jacked out of all their money and essence (and exceeding their availability restrictions besides), then the flavor of "better performance, lower tech" would be completely preserved.
Whatever you do, don't make a Rating 2 Wired System work functionally different from a Booster 2. That's a complete step backwards into chaos. The beauty of the new system is that ratings have relatively constant meanings across different devices. That's great. If you want Cyberware to have an edge, give it its edge by allwing higher ratings, don't try to give it an edge by having each rating mean more.
-Frank
| QUOTE |
| Remember how in previous editions a Boosted 3 system was the rough equivalent of Wired 2? Well that hang-up is gone for good. |
| QUOTE |
| This is similar to how in previous editions you could stack the Synaptic Accelerator with other initiative enhancements (stacking it with Move-By-Wire in SR2 according to Cybertechnology, or Boosted Reflexes in SR3 according to Man and Machine). |
| QUOTE |
| The only thing that is missing from that flavor set-up is that it's too frickin hard to get yourself Wired 3. If starting characters could purchase and afford Wired 3 without being jacked out of all their money and essence (and exceeding their availability restrictions besides), then the flavor of "better performance, lower tech" would be completely preserved. |
| QUOTE |
| Whatever you do, don't make a Rating 2 Wired System work functionally different from a Booster 2. That's a complete step backwards into chaos. The beauty of the new system is that ratings have relatively constant meanings across different devices. That's great. If you want Cyberware to have an edge, give it its edge by allwing higher ratings, don't try to give it an edge by having each rating mean more. |
I've changed Wired Reflexes to 1.5 Essence and 15,000
per level, Synaptic Booster to 0.5 Essence and 75,000
per level, and the Adept version to 1.5 power points per level. It all seems fine for my purposes.
Jay
| QUOTE (HappyDaze) |
| I've changed Wired Reflexes to 1.5 Essence and 15,000 Jay |
QUOTE: Frank Trollman
| QUOTE |
| Wired Reflexes 11k, 1 Essence Alpha Wired Reflexes 22k, .8 Essence Beta Wired Reflexes 44k, .7 Essence Synaptic Booster 80k, .5 Essence Alpha Synaptic Booster, 160k, .4 Essence Beta Synaptic Booster, 320k, .35 Essence |
It's still Cultured, but bioware can now be taken in standard, alpha, beta, delta for some bizarre reason.
It is implied that Cultured Bioware is not standard-grade, but nowhere is this followed up on.
~J
| QUOTE |
| It's still Cultured, but bioware can now be taken in standard, alpha, beta, delta for some bizarre reason. |
Perhaps ... you could just use it? "Alpha" etc are just quality grades, "cultured" is a "production" method. Normal bioware can be produced in advance from standard sample cells, cultured bioware needs your cells as a sample.
SYL
Yeah, that is how I took it too. I was suprised by this change but pleased with it.
Okay, I've thought about it.
Potential Bioware House Rules
---------------------------------------
For the sake of keeping some of the spirit of SR3.
Alpha Grade is refered to as cultured
Beta Grade is refered to as clonal
Delta grade is refered to as clonal + gene therapy
Bioware that is part of the brain or nervous system must be at least be cultured.
A delta clinic does not automatically have the capacity to provide and implant bioware. Some high end clinics work with high-end cyberware exclusively, some work with high-end bioware, and some work with both.
Bioware that is part of the brain or nervous system are already called cultured. This may lead to some confusion if someone gets cultured alpha bio in your game.
Personally, I really don't see any need to change it.
I think the implication is that everything that is already called Cultured is automatically Alpha-grade (with the cost and reduction factored in, and no basic grade available). Increase from there.
~J
oops.
| QUOTE (booklord @ Sep 16 2005, 11:14 PM) |
| Sounds rather clunky to me. Did they just take all the reaction booster tech ( bio and cyber ) and make them all work the same? If synaptic accelearators work just as good as wired reflexes then how do the others match up? What about boosted reflexes? What about move by wire? What about those reaction enhancers? |
| QUOTE |
| Dude, wait until you buy the book or the PDF before ya complain. |
| QUOTE |
| also, if you wanna keep the spirit of SR3, just play SR3. |
| QUOTE (booklord) | ||
|
| QUOTE (Blitzen) |
| The fact that bioware triumphs cyberware in a CYBERpunk game makes little sense, though the game being cyberpunk alone is not the only cause for agnst. Cyberware physically replaces the weaker meat portions of one's body with implanted machinery which will always be more powerful than meat. Having bioware reach the same capacity as cyberware doesn't make a lick of sense. The lower essence cost, yes that makes sense but why in Valhalla would bioware be as powerful as cyberware? |
The same way that a moderately strong troll is stronger than a human with maxxed out cyber arms.
Maybe the conversion from neuron to wire to neuron (cyber) is expensive enough time-wise that compared with a well-engineered neuron (bio), the two are approximately the same speed over the entire length, brain to motor neuron or muscle. There's gotta be some pretty nifty stuff on either end of the "cybernerve" which takes a non-zero amount of time to convert signals back and forth.
Its interesting that the debate is on reflexes. If anything, i think the real problem is with limb replacement.
so we have F bone lacing vs legal bone density. muscle replacement vs muscle toner+augmentation. dermal plating vs orthoskin.
looking at the way the rules have changed for dermal armor... I think its a fair bet that dermal sheathing is going to add to body to resist damage in the same way it used to add armor. the only difference between body to resist damage and armor, after all, is the break point where P bcomes S.
the current half the essence for 6 times the cost seems a bit odd to me, but whatever. the trick here is that you get the SAME essence loss for either type if you have more bioware than cyberware. alphaware dermal plates become a superior choice in that case on both money and essence.
with your bone enhancement... technicaly you could get both. aluminum+bone density is cheaper than titanium. the big kicker is you set off MAD and cannot get a permit for it.
for the muscles... 40% the essence loss for 3x the cost is a great deal. alphaware replacement when you have more bio than cyber is actualy equal in essence cost, and a way to save a little bit of cash.
we notice the reflexes because its such a much larger difference. I think a lot of wired stayed the same to balance out with adepts. that and you never see wired as cheaper/better than synaptic, just more affordable.
plus its usefull if you want to use SR4 rules to run a game in 2050 with less of the fancy cyberware availible (at least until SOTA advances).
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