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> Cyberware, the SR3R way
Darkest Angel
post Mar 4 2007, 11:41 PM
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QUOTE (nezumi)
DA, do you have a suggestion for what bonuses or penalties a cyberlimb would confer?

Umm yeah, you can hold a cyberarm above your head indefinately and it wont go numb :spin:

Seriously though, I'd have to have a proper think about other things - kinda like the reduced fatigue for cyberlegs on running/forced marches. You should be able to add extra ECU too, you could easily pad things out to make it look more beefy so you could fit a CrashCart or RCD in it.
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Sphynx
post Mar 5 2007, 07:30 AM
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I know I've posted this a few times, but here are some game-mechanic changes in our system for Cyberlimbs.

1) Arms start at the maximum racial bonus of the character's race.

Reasoning being thematic and realism. Thematic: Cyberpunk genre. Can you honestly imagine a metal arm being weaker than your meat-arm? A metal hand should be able to crush a person's skull. Realism: I work with hydraulics every day. To make something with hydraulics (which cyber-arms are suppose to be using) that was weaker than a meat-arm but not prone to breaking and leakage within 10 uses requires infinitely more work to accomplish.

2) The ECU of arms works like the Essence of eyes. Multiply the ECU-requirement of cyberlimb accessories by the grade bonus of the arm. So, an item that would take 1 ECU would take up 0.80 ECU in an Alpha Grade cyberlimb. Grades of cyberlimbs do not decrease capacity.

Cyberlimbs and 1 other item are the most 'broken' cyberware in the game. The other item is Muscle Replacement.

Muscle Replacement is stupid. If you allocated enough resources to get Muscle Replacement at a level that is interesting to the character, you'd be better off buying Muscle Toner/Augmentation, so that your 'natural' attributes are higher allowing you to use skills.

Our own House Rule has been to ignore the problem, after all, who's going to use it? But it would be interesting to come up with some rule that makes it usable in preference to the bioware....

I'm not crazy about re-writing the cyberware essence and costs, especially if you want the 'revised' to be more accepted by people. However, it would make sense that 'basic' grade has evolved to a more 'alpha' grade level. Ie: 0.8 vs 1.0 for a full limb, allowing for 'alpha grade' to cost '0.64' now. Means you can get a full 4-limb replacement for 3.76 in Alpha Grade. :nuyen: should remain the same I think. (Basic cost for the Alpha level adjustment of 0.80)
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SirBedevere
post Mar 5 2007, 02:09 PM
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I was adjusting the costs from 'Man & Machine' and IIRC that cost is excluding surgery.
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nezumi
post Mar 5 2007, 02:27 PM
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I don't mind muscle replacement being outpaced. It's been around since first edition. The idea of 'newer and better' gives a sense of progress for the whole metaplot. Frankly, I'm a little surprised that wired reflexes and VCRs have changed so little in 15 years (of course, now WR is partially replaced by reaction boosters+synaptic accelerator, so there's progress for you).

But that still doesn't explain why cyberlimbs have actually gotten WORSE after sixty years of development.
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Kagetenshi
post Mar 5 2007, 10:31 PM
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QUOTE (nezumi @ Mar 5 2007, 09:27 AM)
I don't mind muscle replacement being outpaced.  It's been around since first edition.

In my opinion, not a good way to handle this. Obsolete 'ware just takes up space in the book. While I understand that it's more realistic to have continual advancement, that requires a power creep, useless 'ware cluttering up the game, or both.

Unless someone has a very persuasive argument, 'ware that's flat-out never worth taking (or almost never) will be either fixed or removed entirely.

~J
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nezumi
post Mar 5 2007, 10:35 PM
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Power creep over 20 YEARS IRL time and 30 in game does not seem like a bad thing to me. It's not like everyone said 'woo, SR3, I'm sure it'll have more powerful stuff than SR2!' And the difference is really fairly minor.

If your concern is you want to save that one extra line in the main manual for all the people who have both that AND M&M AND will never have another reason for using muscle replacement... I don't know what to say. I'm not going to cry over one wasted line, and as someone who is currently running a BBB-only game, it's actually kinda useful. None of the characters have bioware, so they're happy to use the cyber version. (In other words, under some circumstances, that cyberware IS worth taking, although you may consider those circumstances extenuating. I can guarantee you, if you do actually make an SR3R manual before... 2009, there will be at least one player who continues to use muscle replacement, because he's in my game right now.)

I'd say drop the issue and continue on. If we're going to spend weeks debating how best to use a single line in a single book, we're never going to get anywhere, and it's not like either piece of ware are especially unbalanced.
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Sphynx
post Mar 6 2007, 06:44 AM
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I assume however, that SR3R will include Bioware, making it useless to have Muscle Replacement. And honestly, even using just the BBB, I've never known anyone to take Muscle Replacement except in maybe their very first cyber character.

But still, I agree with Nezumi in that it's a "core" item to Shadowrun. It shouldn't be deleted as much as 'fixed'. Your muscles are kinda 'steel' (yeah, I know it's some sort of calcium and vat grown bioware or something), that should offer more than just Strength and Quickness, that should add to Body and maybe Impact Armour as well. Something so that a full Muscle Replacement with Titanium Bone Lacing makes you a scary thing. Just my opinion....
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nezumi
post Mar 6 2007, 12:08 PM
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QUOTE (Sphynx @ Mar 6 2007, 01:44 AM)
I assume however, that SR3R will include Bioware, making it useless to have Muscle Replacement.  And honestly, even using just the BBB, I've never known anyone to take Muscle Replacement except in maybe their very first cyber character. 

From what I understand, Kage will make something that will update existing books, so my main manual will have just cyber, but it will have SR3R cyber. M&M will have bioware, but SR3R bio. Even though SR3R will cover bio, the main book still won't, so my game still won't.

Like I said, I know a character who uses it :) If we should eliminate things based simply on use, why aren't we tossing the standard chipjack? The retinal clock? Hand razors? Balance tail? There is tons of gear that none of us have seen in use. Should we nix it all? Should we optimize the system to how we think it should be played, so people don't have the option of playing a lesser character? It would seem to me that this is not only beyond the scope of SR3R, it is ultimately detrimental, since we cannot reliably predict what a player might find as useful, or know all the things that players have previously found as useful.

I wouldn't mind if muscle replacements offered other boosts, but I really don't feel its strictly necessary.


First they came for the muscle replacement, and I said nothing...
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post Mar 6 2007, 12:22 PM
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Is Muscle Replacement compatible with Muscle Augmentation? I'm sure no book says otherwise.

As most cyberware has been around since either SR1 or Shadowtech the cyberware technology curve is about 4 years long as far as obsolescence goes.

As Sphynx said, I think it makes sense that cyberlimbs match the body's attributes. When attributes rise a quick tweak by the cyberdoc soups the limb up to the new rating. Flesh is weak... Steel you can trust!
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Kagetenshi
post Mar 6 2007, 12:48 PM
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QUOTE (nezumi)
From what I understand, Kage will make something that will update existing books, so my main manual will have just cyber, but it will have SR3R cyber. M&M will have bioware, but SR3R bio. Even though SR3R will cover bio, the main book still won't, so my game still won't.

Just want to mention that this is my hope. The details of the PDF specification, as well as simple layout issues, may end up nixing this plan. Nevertheless, once the project gets further, I intend to try this. If not, I'll be making my own rulebook with a lot of "See SR3 pXX"s for the parts we don't change.

Eventually.

~J
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Sphynx
post Mar 6 2007, 12:49 PM
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The difference between the Muscle Replacement and the other items you listed is their seemingly unbalanced costs in comparisson. It's just not viable to expend so much of your limited essence for so little. That, and the description pretty much states that it is Bioware. It is outdated, both thematicly (what doctor would recommend it over the real-deal, less intrusive bioware?) and for a player.

While I agree it shouldn't be removed, it does need, just like cyberlimbs, a re-think to either make it worth the costs, or adjust those costs.
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Sphynx
post Mar 6 2007, 12:53 PM
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QUOTE (Link)
As Sphynx said, I think it makes sense that cyberlimbs match the body's attributes. When attributes rise a quick tweak by the cyberdoc soups the limb up to the new rating. Flesh is weak... Steel you can trust!

Just a quick interuption here. :P I didn't really say that. I said they should start at racial max. (Ie: 6 strength for human and elf, 8 for dwarf and orc, 12 for a troll).
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post Mar 7 2007, 04:46 AM
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QUOTE
Reasoning being thematic and realism. Thematic: Cyberpunk genre. Can you honestly imagine a metal arm being weaker than your meat-arm? A metal hand should be able to crush a person's skull. Realism: I work with hydraulics every day. To make something with hydraulics (which cyber-arms are suppose to be using) that was weaker than a meat-arm but not prone to breaking and leakage within 10 uses requires infinitely more work to accomplish.

I was referring more to your reasoning, probably. ;)

On the subject of redundant 'ware I have pasted below a list I made back in the day to deal with redundancy while preserving old cyberware (maintaining the old look n' feel) as my games seem quite inter-generational with rules and equipment. For each item the 1st line is the old 'ware and the ones below it are its component pieces. Some components are new and there is usually a package deal on price and/or essence. (Note that it's somewhat unfinished)

CODE
Name Essence Price Type Legality Availability Index Reference
     
[B]Camera 0.4 5,000¥ H Legal 6/24 hrs 2.0 sr2.247[/B]
Cyber-video camera 0.2 2,000¥  Legal  
Low-Light 0.2 3,000¥ H Legal 4/36 hrs 1.25 sr2.247
Memory 60Mp 0.1 3,000¥ I Legal 3/24 hrs 0.8 tek.44
     
[B]Cybercomm Link 0.4 62,000¥ H 5-CB 8/2 weeks 3.0 cyt.18[/B]
Cyber-Transceiver 10 0.4 Rating x 1,000¥ H Legal 2/24 hrs 0.8
Display Link 0.1 1,000¥ I Legal 4/36 hrs 1.0 sr2.247
Encryption 10 0.1 Rating x 4,000¥  8P-W As device 1.0 sr3.290
Transducer 0.1 2,000¥ C Legal 4/1 wk 1.5 mm.19
     
Dr. Spott Smartcam Implant 0.2 10,000¥ H Legal 8/48 hrs 1.5 sbt.89
     
[B]Eyecrafters Opticam Package 0.5 20,000¥ H Legal 6/40 hrs 1.25 sbt.89
Electronic Magnification 1 0.1 3,500¥ S Legal 5/48 hrs 1.0 sr3.300[/B]
Low-Light 0.2 3,000¥ H Legal 4/36 hrs 1.25 sr2.247
Opticam (Trid) 0.3 15,000¥ S Legal 5/72 hrs 2.0 sr3.300
Thermographic 0.2 3,000¥ H Legal 4/36 hrs 1.25 sr2.247
     
[B]Radio 0.75 Rating x 2,000¥ H Legal 2/24 hrs 0.8 sr3.298[/B]
Commlink 0.15 Rating x 500¥ H Legal 3/48 hrs 1.0 sr3.298
Cyber-Jammer ECM 0.3 Rating x 1,500¥  4P-V Rating/72 hrs 1.5
Cyber-Transceiver 0.4 Rating x 1,000¥ H Legal 2/24 hrs 0.8
Display Link 0.1 1,000¥ I Legal 4/36 hrs 1.0 sr2.247
Encryption 0.1 Rating x 4,000¥  8P-W As device 1.0 sr3.290
     
[B]Radio Receiver 0.4 Rating x 1,000¥ H Legal 2/24 hrs 0.8 sr3.298[/B]
Commlink 0.15 Rating x 500¥ H Legal 3/48 hrs 1.0 sr3.298
Cyber-Receiver 0.2 Rating x 500¥  Legal  
Display Link 0.1 1,000¥ I Legal 4/36 hrs 1.0 sr2.247
Encryption 0.1 Rating x 4,000¥  8P-W As device 1.0 sr3.290
     
SIMRIGS      
Sense Link (Baseline Simrig) 2 or .2? 300,000¥ I Legal 8/12 days 3.0 ssc.83
     
[B]Internal Transmitter 0.6 80,000¥ I 8P-CA 3/5 days 1.5 ssc.83[/B]
Baseline-radio converter 0.1   Legal  
Cyber-Transceiver 0.4 Rating x 1,000¥ H Legal 2/24 hrs 0.8
Encryption 0.1 Rating x 4,000¥  8P-W As device 1.0 sr3.290
     
Full-X Simrig 2 500,000¥ I Legal 6/12 days 3.0 sbt.97
     
[B]Internal Simlink (Rating 1-10) 0.6 +(rx.05) 70K¥ + (10K¥ x r) I[/B] 8P-CA 3/5 days 1.5 sbt.97
Cyber-Transceiver 0.4 Rating x 1,000¥ H Legal 2/24 hrs 0.8
Encryption 0.1 Rating x 4,000¥  8P-W As device 1.0 sr3.290
Full-X-radio converter 0.1   Legal  
     
[B]Skill Hardwires Level x 0.2 Mp x rating x 250¥ B    ssc.88[/B]
Level 1-4   Legal 6/10 days 1.0
Level 5-8   6P-CB 12/14 days 1.5
Level 9-10   4P-CB 12/14 days 1.5
     
Smartcam Link 0.5 2,500¥ B Legal 8/48 hrs 1.5 sbt.90
     
[B]Telephone 0.5 3,700¥ H Legal 3/24 hrs 0.9 sr2.247[/B]
Cyber-mobile 0.3   Legal  
Encryption 0.1 Rating x 4,000¥  8P-W As device 1.0 sr3.290
Image Link 0.2 1,600¥ H Legal 4/48 hrs 2.0 cyt.19
Sub vocal microphone, Internal 0.1 850¥ H Legal 4/72 hrs 2.0 cyt.18
     
[B]Video Link 0.5 22,000¥ I Legal 4/48 hrs 1.0 ssc.84[/B]
Electronic Magnification 1 0.1 3,500¥ S Legal 5/48 hrs 1.0 sr3.300
Low-Light 0.2 3,000¥ H Legal 4/36 hrs 1.25 sr2.247
Opticam (Trid) 0.3 15,000¥ S Legal 5/72 hrs 2.0 sr3.300
Thermographic 0.2 3,000¥ H Legal 4/36 hrs 1.25 sr2.247
     
[B]Vid Link Internal Transmitter 0.4 4,500¥ I Legal 6/48 hrs 1.0 ssc.84[/B]
Cyber-Transceiver 0.4 Rating x 1,000¥ H Legal 2/24 hrs 0.8
Encryption 0.1 Rating x 4,000¥  8P-W As device 1.0 sr3.290
Trid-radio converter 0.1   Legal  
     
Memory Mp/600 Mp x 50¥ I Legal 3/24 hrs 0.8 tek.44
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Kyoto Kid
post Mar 7 2007, 04:59 AM
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...ahhhh, some of the fun toys from Shadowbeat. We adapted some of the "newsware" (as I called it) for my Reporter character Lana Lane. She wasn't just the Camera ["love ya, Audrey W."], she was also the broadcast and fragging video editing studio to boot. The only non-related ware she had was a level 1 Synaptic Accelerator & two levels of Muscle Toner.
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Chance359
post Mar 12 2007, 09:07 PM
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I don't think I've every made a character with cyberlimbs, I just never cared for how much they cost versus either bioware (which would affect the whole body) or clonal parts.

I'm fine with Kage's original suggestion of cutting the essence cost by two and the cash cost by five. And also with Sphynx's suggest that limbs start at the racial max strength.

Also I'd like to throw this out for consideration:

QUOTE
Bodyware package instalments
Kjell Sawyer (sawyer@hsr.no)

--------------------------------------------------------------------------------
When multiple pieces of bodyware are installed, several of these system's interface requirements overlap. However; If these systems are installed simultaneously, they can quite easily be customized to reduce the impact on the recipient's nervous system, making the overall modification more essence-friendly.
This type of customisation is almost exclusively used by customers installing systems in conjunction with cybernetic limb replacements (either arms or legs).

As several bodyware systems require implantation throughout the recipient's whole body (such as reflex enhances and bone lacing), a lot of the essence which would be lost in the implantation is saved simply because the modifications no longer take place in flesh.

The follows list sums up the systems that can be customized by "package instalment" in with cyberlimbs.

Bone Lacing
Boosted Reflexes
Muscle Replacement
Simlinks
Skill Hardwires
Skillwire Plus
Skillwires
Vehicle Control Rig
Wired Reflexes
Each limb involved in the package lowers any additionally implanted bodyware's essence cost by 15%. Obviously, the more limbs the recipient has, the less actual nervous tissue is being tampered with, thus the lower essence cost.
Number of Cyberlimbs                    Essence Reduction of additional
in the Package:                         Bodyware System:

1                               -15% (x .85)
2                               -30% (x .7)
3                               -45% (x .55)
4                               -60% (x .4)

Example: A character who signs up for voluntary replacement of both arms wishes to implant Titanium Bone Lacing and a level 2 Wired Reflexes system while he is at it. The essence cost would be 5.675 (2 for the arms, there is no reduction there, while 3.675 for the other two systems [5.25 (2.25 + 3) x .7 = 3.675].


(from the Shadowrun Archive.)

I'd also suggest and -10% (x.90) modifier for a cybertorso, and a -5% (x.95) modifier for a cyberskull.

Change Muscle replacement to cost: rating x 5,000 nuyen and rating x .8 essence.

My reasoning for this is that I can see a lot of people who would want to spend a couple of grand on surgery over having to waste hours at the gym to get results, then having to maintain those results. So that would drive cost down, if the legal code on it was lowered, I could see all kinds of grunt labor and street types packing it because it's so much cheaper than muscle aug and toners.

With the description of muscle replacement from both third and fourth editions indicate that part of the procedures is skeletal reinforcement so an addition die for damage resistance wouldn't be completely out of the question.
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nezumi
post Mar 13 2007, 12:17 AM
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I'm not comfortable with giving them a 75% bonus before cyberware grade, especially for some of those...

A cybertorso should reduce the additional essence cost of cyberlimb strength and quickness increases to 0. In addition, it should have an impact on monetary cost.

By the rules, it decreases the costs (essence and monetary) of bone lacing, muscle replacement and a few other things (dermal sheaths, etc.), but also decreases their effects. You just don't have bones in a cyberlimb, so you can't reinforce them. Why can't you add dermal sheath to a cyberlimb? I don't know.

Boosted reflexes, the VCR and simlinks have no interaction with cyberlimbs. There should be no bonus.

Things with a simsense rig (skillwires, smartlink) could perhaps have a very, very slight bonus (way less than 75%). Wire reflexes I'm on the fence about.

That isn't to say that cyberware shouldn't have a reduced cost. I see no reason why dermal sheath shouldn't be just as effective, but have a reduced essence cost, or a smartlink or a cyberradio in a cyberskull. I just think you chose some less than exemplary ones of this case.

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post Mar 13 2007, 12:52 AM
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QUOTE (nezumi)
Why can't you add dermal sheath to a cyberlimb? I don't know.

Dermal sheathing is described in Cybertechnology as a combination of dermal plating and a semi-synthetic skin sheath for greater regenerative qualities. If it's semi-synthetic it must be semi-authentic(?) too and hence needs a living limb to sustain and regenerate it. :nuyen: :nuyen:

I think limbs should match a character's abilities to avoid a mismatch of ratings.
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Chance359
post Mar 13 2007, 07:01 AM
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Alright, heres a dumb question, how do cyberlimbs work? are they hydraulic with tubes of pressuried fluid, or do they rely on servos, or perhaps they use something like a variable memory (more current more movement) metal counter balanced with another one (one shortening, the other lengthening like real muscles)?
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Moon-Hawk
post Mar 13 2007, 02:34 PM
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Probably an artificial muscle. Some kind of polymer or metal that changes length when a tiny current is applied. The stuff exists now, in face I have some in my lab right now. (no, I didn't make it) It's just expensive and kinda sucky, it needs a few years of improvement, but it's very promising.
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Chance359
post Mar 13 2007, 04:39 PM
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Maybe different ways of making a limb work could count for the different types of limbs. You've obvious cyberlimbs would be hydraulic, synthetic limbs would use servos, and custom cyberware (beta and delta) would us the memory metals.
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Garrowolf
post Mar 14 2007, 02:26 PM
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I have heavyware that uses hydrolics, Alphaware that uses myomer, and then Wetware (bioware).
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Kagetenshi
post Mar 14 2007, 02:30 PM
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It'd be a nice touch to expand cyberlimbs into multiple categories, all with different degrees of strength, resemblance to the original limb, etc. rather than the simple obvious/synthetic divide we have now.

~J
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Eyeless Blond
post Mar 20 2007, 02:55 AM
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(Cross-post from Matrix thread, as it concerns cyberware)


Absolutely agree that initiative-boosters should be all cyber-based, rather than external-hardware based (I came up with the idea; one has to be his own biggest fan :D). The breakdown, as I saw it, went thusly:
  • "Physical" initiative boosts came from Wired Reflexes (+2+d6 init/rating level, can be switched off to avoid "twitch-fire"), or their bioware equivalent (Synaptic Accelorators, harder to detect but cannot be switched off). These affect actions made in meatspace, but not purely mental actions like decking, using DNI to drive a car, etc.
  • "Mental" initiative boosts come from the Encephalon (again, +2+d6 init/rating level). These affect only purely mental actions: DNI driving, decking, CCSS system-interaction, etc. Encephalons no longer provide Task Pool. Dunno about a Bioware equivalent here, at least not pre-2070.
  • Reaction Enhancers (+1 Reaction/level) and their bioware equivalents (Boosted Reaction treatments, +1 Reaction/level) affect both physical and mental initiative.
  • VCRs have their init-boosting effects stripped out, and only provide the driving bonuses. Essence and nuyen cost are reduced accordingly, as a "rigger" will need to have both.
  • A given deck can only handle a maximum-rated Encephalon rating of MPCP/3, round down to a minimum of 0. Beyond that the headware is just too advanced for the hardware to cope with, much like having a persona attribute that's set too high.
  • (HIGHLY DEBATABLE): Combat turns could be run like this: if your Encephalon rating is higher than your Wired Reflexes rating, roll the extra die seperately. If you get an extra init pass, that pass can only be used for purely mental actions (observe in detail, etc). If opposite is true, any extra init pass gained by WR can only be used on purely physical actions.
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post Mar 20 2007, 03:31 AM
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QUOTE (Eyeless Blond)
  • (HIGHLY DEBATABLE): Combat turns could be run like this: if your Encephalon rating is higher than your Wired Reflexes rating, roll the extra die seperately. If you get an extra init pass, that pass can only be used for purely mental actions (observe in detail, etc). If opposite is true, any extra init pass gained by WR can only be used on purely physical actions.

Interesting debate though. A character has a mental and physical initiative. One with a high mental/low physical initiative could shoot once then still jam his foes comms, check out the matrix with AR (if your into shit like that) and finally send detailed commands to a drone. One with a high physical/low mental initiative could just go on a homocidal/fratricidal spree.

A character could always do these things but this may clarify the initiative process a bit.
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Eyeless Blond
post Mar 20 2007, 07:22 AM
Post #50


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Weighing in on the cyberarm debate:

I vaguely recall this proud nail being fought a whole lot on the SR4 boards too, as one of the big things that SR4 failed to resolve. Here's one such thread, looking in the wayback machine from when SR4 was brand new.

Naturally, I like my own idea, smack in the middle of that thread :). But more seriously, there are lots of better thought-through ideas to look over there as well. wavydavy's notes about cyberlimbs' lack of fatigue have resurfaced here, but there's a bit more in that thread about an obvious limb's durability with regards to normal skin that bears repeating.
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