Nanotech degradation from wounds..., another really stupid rule. |
Nanotech degradation from wounds..., another really stupid rule. |
Oct 11 2007, 07:49 PM
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#1
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Shooting Target Group: Members Posts: 1,838 Joined: 1-September 05 Member No.: 7,669 |
Nanoware degrades at 1 point per 3 boxes of physical damage. This is supposed to be from blood loss, exposure to systems beyond their tolerance, whatever...
That makes little sense for most of the nanoware in the book. For some, it completely nullifies their use while for others it sets up absurd situations. Consider the Nanosymbiotes: you add their rating to your natural healing tests, but remember to reduce that rating (which can't start higher than 3) by 1 per 3 points of damage you've taken. The Trauma Control System is even worse: it only comes up when you're trying to stabilize and that generally means you've taken at least 9 points of physical damage (and at least -3 to the rating)... Further, for many of the neural nanites, it doesn't make too much sense to have them degrade unless we're talking about the character taking brain damage (that's right - things directly touching your brain are not going to be playing in your bloodstream) every time he takes 3 points of damage. This applies primarily to the Neural Amplifiers and Control Rig Booster. For something even more dumb, consider that you can litterly burn a guy's feet until the Nanotattoo on his face fades away (typically after 3 points of damage since most Nanotattoos are rating 1). I really think that nanoware degradation from damage should be an exclusive feature of bloodborne nanoware, and that such nanoware should be specified, otherwise the rule is just stupid. |
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Oct 11 2007, 07:56 PM
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#2
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Running Target Group: Members Posts: 1,180 Joined: 22-January 07 From: Rochester, NY Member No.: 10,737 |
Agreed.
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Oct 11 2007, 08:35 PM
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#3
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Running Target Group: Members Posts: 1,269 Joined: 18-September 06 Member No.: 9,421 |
Agreed.
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Oct 11 2007, 08:38 PM
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#4
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Genuine Artificial Intelligence Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
Hey yeah! I'll get the pitchforks you get the torches!
Good point though. I might have to add this to my house-rules. |
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Oct 11 2007, 08:39 PM
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#5
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Agreedâ„¢.
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Oct 11 2007, 08:40 PM
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#6
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
Well, there is some fine print:
Only active Nanoware degrades - the TCS requires a Nanite Biomonitor to activate it. It's still utterly useless as it needs 2 hits with Rating dice minus modifiers... wich are usually pretty bad. Better keep the nanites out of a Savior Medkit stored & support in a Nanohive... |
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Oct 11 2007, 08:45 PM
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#7
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Neophyte Runner Group: Members Posts: 2,159 Joined: 12-April 07 From: Ork Underground Member No.: 11,440 |
Install a Nanohive, it will repair at 1 week per rating, anyway such nanoware degrades at a rate of 1 week per rating.
None of the N'ware you have listed lasts more than a couple of months with out a Nanohive. WMS |
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Oct 11 2007, 08:49 PM
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#8
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Which doesn't help with things like healing right now when you are wounded. The Nanohive doesn't actually prevent the loss in the first place (unless the specific nanites are stored in it and not active). |
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Oct 11 2007, 08:56 PM
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#9
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Shooting Target Group: Members Posts: 1,838 Joined: 1-September 05 Member No.: 7,669 |
Not entirely true. Look att he second sentence of the third paragraph under Triggering and Shutting Down Nanoware (Augmentation, page 108): Dormant systems still suffer degredation but also still benefit from the presence of a nanohive. So really, it doesn't matter if the nanoware is active or not. You get hurt, it goes to shit. |
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Oct 11 2007, 08:58 PM
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#10
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
A good start to fixing the problem would be to eliminate that sentence entirely. |
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Oct 11 2007, 09:04 PM
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#11
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Shooting Target Group: Members Posts: 1,838 Joined: 1-September 05 Member No.: 7,669 |
Even dormant systems get flushed from the body as the nantites are excreted, broken down, whatever. I can see the reason for the statement. However, the best fix is to note that certain nanoware is simply not going to leak out of bullet/stab wounds even if it does degrade over time.
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Oct 11 2007, 09:04 PM
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#12
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Running Target Group: Members Posts: 1,288 Joined: 4-September 06 From: The Scandinavian Federation Member No.: 9,300 |
I thought the damage draining nanoware was an optional rule. Ah well it is in my game then ;)
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Oct 11 2007, 09:05 PM
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#13
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
Actually, that only covers degradation through time, not wounds: The latter rules specifically only mention active nanoware. |
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Oct 11 2007, 09:09 PM
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#14
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The ShadowComedian Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
if they degrade at the same rate as the nanohive replenishes them . . why not simply build in TWO or more nano hives?
as for degradation from damage . . yeah, kinda tongue-in-cheek there x.x |
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Oct 11 2007, 09:10 PM
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#15
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Shooting Target Group: Members Posts: 1,838 Joined: 1-September 05 Member No.: 7,669 |
Possibly, but since there isn't really a lot of clarification it could be interpreted either way. Still, even if I concede on that point, my other examples still show the problems with the current degradation from damage rules (especially the nanotattoo - it's just too stupid to even attmpt to rationalize). |
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Oct 11 2007, 09:13 PM
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#16
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Shooting Target Group: Members Posts: 1,838 Joined: 1-September 05 Member No.: 7,669 |
If you've got cyberlimbs to stick them in, then sure. Otherwise the essence cost starts to bite you. However, the rules are silent on whetehr multiple nanohives can support the same nanoware. Even if they do, then getting back (# of nanohives) rating points per week isn't going to help in the short run. |
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Oct 11 2007, 09:13 PM
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#17
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
Nanites supported by a nanohive slot don't degrade at all through time. |
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Oct 11 2007, 09:16 PM
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#18
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Shooting Target Group: Members Posts: 1,838 Joined: 1-September 05 Member No.: 7,669 |
True - as long as you keep your nanohive stocked every 6 months. |
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Oct 11 2007, 09:18 PM
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#19
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
They indeed degrade way to fast for the low rating systems...
Refueling every half a year... that's nothing to complain about. ;) |
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Oct 11 2007, 09:18 PM
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#20
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Target Group: Members Posts: 60 Joined: 4-October 05 Member No.: 7,811 |
I read that a little differently. first off as we've determined, in the section named Nanoware Ratings and Degradation it says this:
(emphasis mine) next, the phrase quoted here:
is not in this same section, but rather next section down titled Triggering and Shutting down Nanoware The general idea of this section is on how nanoware becomes active or deactive, based on certain triggers or the nanohive. They mention at the end of the section that "dormant" systems still suffer "degredation". It doesn't mention damage-based degredation so I am inclined to infer that the dormant systems above still suffer degredation based on time, but not damage. If they are dormant even without a hive, they are not actively moving around through the blood stream and do not degrade with damage. Nanomachines that heal you are "dormant" until a trigger occurs, namely - taking damage. Once you start taking damage, they activate and start healing you. If you take damage again after they wake up, while they are healing you and swimming around your blood near open wounds, then this new damage degrades their rating. The trauma control system becomes "undormant" when you are trying to stabilize, thus does not suffer the damage-based degredation for the lost health leading to the need to stabilize. They only activate after the body has lost that much blood. |
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Oct 11 2007, 09:20 PM
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#21
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Shooting Target Group: Members Posts: 1,838 Joined: 1-September 05 Member No.: 7,669 |
So, how long would you suggest burning someone's feet before the nanotattoo on their face should fade away? ;) |
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Oct 11 2007, 09:25 PM
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#22
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
'Till his face is well-done. :P
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Oct 11 2007, 09:27 PM
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#23
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Genuine Artificial Intelligence Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
One could suggest that the foot-burning facial nanotattos isn't really a problem specifically with nanoware degradation, but is just another symptom of having an abstract damage system without hit locations.
It's a silly and fun example, but it probably shouldn't be the poster-child of nanodegredation reform. |
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Oct 11 2007, 09:30 PM
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#24
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Shooting Target Group: Members Posts: 1,838 Joined: 1-September 05 Member No.: 7,669 |
At the least, Carcerand-plus, Nantidotes, and Taggants all indicate that they are always in circulation in the bloodstream. Oxyrush implies that it is in the bloodstream but does not specify such. Active or dormant, these should be succeptible to degredation from damage. |
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Oct 11 2007, 09:33 PM
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#25
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Shooting Target Group: Members Posts: 1,838 Joined: 1-September 05 Member No.: 7,669 |
How about the idea of your CSF leaking out along with neural nanoware every 3 points of physical damage? IMO, the abstract damage system and nanoware degredation from damage are simply not compatible with reason. |
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