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> Sleep and you. Fatigue
Draco18s
post Jul 19 2009, 01:21 AM
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Personally I'd rule the second option.
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Neraph
post Jul 19 2009, 05:42 AM
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QUOTE (Kerenshara @ Jul 18 2009, 04:45 PM) *
OK, gotta ask:

Is you have a sleep regulator AND have the adept power, does that leave you only at 48 hours (making it useless), 72 hours (each contributing an extra day), or 96 hours (doubled doubling)?

My D&D upbringing is making me say that a doubling of a doubling is a tripling.
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Draco18s
post Jul 19 2009, 05:46 AM
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QUOTE (Neraph @ Jul 19 2009, 01:42 AM) *
My D&D upbringing is making me say that a doubling of a doubling is a tripling.


D&D had a very good reason for it, other than game balance (as you could quickly exceed a x10 if x2x2 = x4).

Here though, I only chose the x3 option due to the fact that the x2 option means that you get no benefit out of the second one, while the x4 option is a little crazy.
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Blade
post Jul 20 2009, 09:36 AM
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Yes, there are methods that let you replace a full night's sleep with a 2 hour night sleep and regular naps. The most extreme method involves six 20 minutes naps only.
The main drawback is that it's very easy to disrupt: you'll need several days to recover if you miss one nap. Also, even if you don't feel sleep deprivation, there's no telling if it's really good for your body.

I had the idea of implementing them in game as positive qualities.
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StealthSigma
post Jul 20 2009, 02:16 PM
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QUOTE (Kerenshara @ Jul 18 2009, 04:45 PM) *
Is you have a sleep regulator AND have the adept power, does that leave you only at 48 hours (making it useless), 72 hours (each contributing an extra day), or 96 hours (doubled doubling)?


I don't see the adept power in SR4, so I'm assuming it's something in street magic? From a D&D background I would say it's just a tripling, but without reading the descriptions I can't say.

When I read the description of the Sleep Regulator it sounds as though that augment modifies your BASE sleep period since it is physically and "permanently" modifying your brain to behave in that manner. From a gut feeling, depending on how the adept power is worded, I would say it's either 48 or 96 hours.

Of course with just long haul and the sleep regulator, this creates a very interesting issue. The sleep regulator has one of two effects. By the wording, the sleep regulator likely behaves in the following manner. Remember that the sleep regular also cuts the number of hours of sleep you need by 50% as well as increase the amount of wakefulness by 100%. Which is a net x4 effectiveness in sleep.

The body requires 50% of the hormones to stay awake, thus leading to twice as long of wakefulness on the same amount of hormones.
The hormones are 100% more effective, allowing for longer periods of wakefulness for the same amount of hormones.

The behavior of the sleep regulator is going to be some variation of the above to achieve that 400% efficiency. Now I think it gets interesting when you toss in Long Haul, but only because I'm delving deeply into the sleep regulator. It doesn't matter the strength of the hormones in Long Haul, what matters is that the hormones are strong and potent enough that it will take 96 hours before they are fully consumed by the body. So here's the question. If the sleep regulator causes the body to utilize the hormones at a 50% rate, then how does this impact Long Haul? Unless Long Haul's hormones naturally decay, the body would be metabolizing them at a 50% rate. This means, in theory, that someone with a sleep regulator, taking Long Haul would be able to stay away for 192 hours before crashing. If you take a second dose that would nets you +8 days.... you'd be able to stay away for a grand total of 24 days before requiring sleep, 26 days if you take the Long Haul does at the end of those initial 48 hours provided by the sleep regulator. Granted you would crash for anywhere from 8 to 48 hours, but still......
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Neraph
post Jul 20 2009, 04:16 PM
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Sustenance, Street Magic, page 179.
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StealthSigma
post Jul 20 2009, 05:01 PM
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QUOTE (Neraph @ Jul 20 2009, 11:16 AM) *
Sustenance, Street Magic, page 179.


I don't own Street Magic, just SR4, Unwired, Augmentation, Arsenal, and Runner's Companion.
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toturi
post Jul 21 2009, 02:42 AM
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QUOTE (Blade @ Jul 20 2009, 05:36 PM) *
Yes, there are methods that let you replace a full night's sleep with a 2 hour night sleep and regular naps. The most extreme method involves six 20 minutes naps only.
The main drawback is that it's very easy to disrupt: you'll need several days to recover if you miss one nap. Also, even if you don't feel sleep deprivation, there's no telling if it's really good for your body.

I had the idea of implementing them in game as positive qualities.

Can't it be done now?
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RedeemerofOgar
post Jul 21 2009, 05:49 AM
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QUOTE (knasser @ Jul 17 2009, 08:19 AM) *
As regards how much sleep is required, I would for the sake of argument go with the power given, which would mean a minimum of 6 hours.


I was thinking, make the standard test (body + willpower) vs the Power of 3, and end up with 6 to 9 hours of sleep required (12 if you critical glitch, of course). (IMG:style_emoticons/default/smile.gif)

QUOTE (knasser @ Jul 17 2009, 08:19 AM) *
For handling less than the minimum sleep, the rules say that you continue to suffer the stun damage and that Power continues to increase. The rules are pretty generous as is, imo, so I wouldn't have much of a problem sticking to RAW and not allowing people to heal the stun damage until they get a proper amount of rest.


I'd agree with that.
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