Wakshaani
Jul 25 2007, 03:59 PM
Post after post after post, I'm seeing a mad level of hate-on for cyberlimbs and I just don't get it.
There's one problem ... the current limbs don't have Metahuman scaling, so, a Troll or Ork who gets a shiney chrome arm is kind of up a creek.
This, I'll grant.
But that can't be the only reason that everyone and their brother keeps saying hwo bad cyberlimbs are.
But nobody ever gives a reason!
So, I open the floor, Dumpshockers... just what the heck is it that you can't stand about Cyberlimbs?
Dashifen
Jul 25 2007, 04:13 PM
I'll second this one. I've never understood the rancor that's around here for cyberlimbs. I guess I agree that there's not much to offer regarding them right now as an incentive to get them but that wouldn't seem to incite people to call them broken, as happens frequently.
Kyrn
Jul 25 2007, 04:43 PM
Because they should be so very cool. According to all the fluff, according to all the background movies that helped inspire this game, according to the wishes of every gamer I've ever met, according to every single other cyberpunk gaming system, they should be cool.
But they're not. Edition after edition they keep not making it into people's characters. First they were expensive. A cyberlimb in 1st and 2nd cost around a 100k. But, you could pump the strength. That cost 150k. Per level. However you could jam all sorts of stuff into them free of essence cost, so that was cool. We felt they could be cooler.
And they got cooler when Cybertechnology introduced cyberzombies. Robocop like full borgs with limb enhancements (literally) out the ass (articulated arm). Wow! Those were cool! Problem was, nobody could play one. They were NPC only, barring a few hyper-specialized games perhaps.
3rd edition came out and cyberlimbs had more options. They had storage space, they had weird starting values, they had pages upon pages upon pages of rules. And they STILL didn't seem to do anything that a meat body couldn't do better and cheaper.
Now 4th rules. During the run-up I saw countless requests/demands for the Devs to fix cyberlimbs. They made them cheap. That was the single most awesomely step in the right direction thing they've ever done with cyberlimbs. And you can make a dude with cyberarms, legs, and torso who's fairly hot shit (like straight 7s) right out of the box. But that's about the only way to make cyberlimbs rock. (Well, besides my patented mage-cyberforearm of twink.) People want to see cyberlimbs that make them want to design characters with cyberlimbs. Cyberlimbs are cyberpunk. Shadowrun, no matter where it's gone or what it will do, has a lot of cyberpunk in its blood and many of us feel it should show some respect to that blood.
I can go on, but then I'd eventually wind up refreshing the page every five minutes hoping Augmentation's come out.
eidolon
Jul 25 2007, 04:43 PM
The dislike of cyberlimbs around these parts has always seemed to be directly linked to the prevalence of "optimizers" on the boards.
The thinking seems to be, basically, that since a character isn't "gaining" as much awesomesauce, points-wise, for something (such as cyberlims), then said thing "sucks", and there is "no reason to have it".
My opinion is that this sacrifices a lot of good style and story for having Teh Best Runner Evar, but TEHO.
Kyrn
Jul 25 2007, 04:46 PM
But with clone limbs available for so much less, why would a character (not a player, a player) choose a smaller, weaker, slower, less coordinated thing that's going to break down eventually?
eidolon
Jul 25 2007, 04:50 PM
IC reasons:
Because chrome is awesome.
Because you can augment them (although rules-wise, apparently, you're waiting for exactly what you can augment them with).
Because they aren't weak flesh.
My idol has cyberlimbs.
No more bug bites.
etc
etc
etc
You don't need the book or the rules contained within to give your character a reason to have cyberlimbs, that's your job as a player.
Dashifen
Jul 25 2007, 04:53 PM
QUOTE (eidolon) |
No more bug bites. |
That's reason enough right there!!
Particle_Beam
Jul 25 2007, 04:55 PM
However, the SR rules are here to compliment with the SR background world, and the discrepances between rules and background information are just too obvious.
The rules should help the players give a feeling about why they are so common. It's not always only the player who should find a reason. The rules are here to help him.
Kyrn
Jul 25 2007, 04:57 PM
If my character is a troll, what in character reason is there for him to purchase a limb that won't support his bodyweight? Anyone who depends upon a product is going to make sure that product meets his needs, both now and for the foreseeable future. Most of my characters would check out the technical specs on cyberlimbs and realize, "Wait, my Grandma can actually exert more force than that with her 51 year old arthritic flesh arm!" (speaking character is an ork, but still!)
Cyberlimbs as currently written have niche applications. Many people want to see them have more as then more characters would desire substituting metal for flesh. Although the current state of affairs is more indicative of the transhumanist rather than cyberpunk direction SR is moving.
sunnyside
Jul 25 2007, 04:58 PM
Well I think the reason for some of the rage is that cyberlimbs fit the cyberpunk setting so well. We want them to be good, we want our players to have them. But if we play RAW then those players are punished for their choice. And so we're a bit vocal in warning about them, becuase it's always rough on a player when they finally realize that their awsome concept sucks. Better for them to get excited about something balanced.
Now to be fair there are a couple things in favor of cyberlimbs. SPecifically the gyromount and the fully concealable holsters/compartments. And I guess if you want to conceal a grenade launcher it's essense cheaper to put it in an arm, though since the required cyberarm would be obvious and have it's stats at 3 I'm not sure how much you come ahead there.
However after that things get ugly. You can't upgrade a cyberlimb past rating 3 without a cybertorso. Meaning occasionally unaugmented people (and most metahumans) can be stronger/more agile than you.
And other cyberware/bioware just leaves them in the dust.
Even if you do get the cybertorso things aren't looking that good. All the upgrades take capacity. And that runs out fast so again you're sticking around in the regular people region. For example if you up your synthetic arms stats to body 5 agi 5 and str 5 you now don't have room for a gyromount or even a spur. Pathetic.
*EDIT: man the posts are flying. I started replying just after the first reply came up.
eidolon
Jul 25 2007, 05:10 PM
caveat: Way more familiar with cyberlimbs in SR3.
I can see having issues with actual design problems, and agree that you shouldn't have to completely sacrifice having a decently built character just to have a cyberlimb.
Critias
Jul 25 2007, 05:14 PM
The problem with cyberlimbs is the hard cap on Essence. The old problems were the hard cap on Essence and the ridiculous prices of cyberware (so at least they fixed something) -- but the hardcore maximum, ever, of 6 Essence per character is a real killer. With each limb costing an even 1/6th of your total cyber/bio ever, it's pretty tough for someone with any aspirations of making a useful character to sit down and say "Hey! I wanna spend 2/3s of my potential augmentations on shiny metal arms and legs!"
There's no room for style over substance, if you want to make someone who can do his job well enough to get by in the Shadows.
eidolon
Jul 25 2007, 05:20 PM
QUOTE (Critias) |
There's no room for style over substance, if you want to make someone who can do his job well enough to get by in the Shadows. |
Bah. That might be true if the only type of game you run is "hard core every point counts and you better make sure you didn't waste any".

Seriously, though, Essence is a measure of, well, essence. Every description of it and rule related to it shows that it is limited and directly linked to how much of your body is still "pure" (for lack of a better word). If you replace all four limbs, you
should be looking at giving up a decent chunk of that.
You might have a point about the number itself, and it might be low in your opinion, but that removing your limbs should have less of an effect, I'm not buying. And besides, there's always saying "by the way, in my games, characters start with 8 essence" right before having your players make characters.
Kyrn
Jul 25 2007, 05:34 PM
Not all of us run the games.
Although I do have to admit, lowering the essence cost of cyberlimbs has never been the main point of contention that I've seen. Lowering that cost wouldn't seem logical.
Begby
Jul 25 2007, 05:35 PM
We noted this some time ago. We play that once the limb is on, anything you add to it costs no essence, then go Deltaware for half essence reduction on the limb itself.
eidolon
Jul 25 2007, 05:40 PM
QUOTE (Kyrn) |
Not all of us run the games.
|
Nope, but you can discuss such things with your GM if they're important to you. And if nothing changes, you can always become the person that runs the games.
Kyoto Kid
Jul 25 2007, 05:42 PM
QUOTE (eidolon) |
caveat: Way more familiar with cyberlimbs in SR3.
I can see having issues with actual design problems, and agree that you shouldn't have to completely sacrifice having a decently built character just to have a cyberlimb. |
...had a player who wanted to design a character for RiS that had both cyberlegs & cyberarms only to find it way too expensive. In an email conversation we had I agreed with him and gave told him that I considered cyberlimbs when designing Leela as a PC
I was interested in giving her cyberfeet so she could have the those nifty retractable cyberskates. Kind of neat idea, until I started adding up the costs. By the time I purchased the feet (synthetic) & matched them to her Quickness (8 - Augmented) I could have bought her an Ares MobMaster with a dual spray cannon (Slip Spray/Freeze Foam) turret a driving chip for her skillwires, and still have more than enough change left over to get a second set of less conspicuous wheels.
...just to have a pair of built in rollerblades.
Kyrn
Jul 25 2007, 05:43 PM
Ugh, you mean and have to like, do stuff? Ick.
Ol' Scratch
Jul 25 2007, 05:47 PM
In the end it's as a few people before we wrote: Because many posters on these forums look at things from a powergaming perspective.
Cyberlimbs are only "good" for two things: Style (a big one for me) and capacity (their best in-game feature).
One of the reasons cybernetics have dropped is due directly to melee weapons being designed with trolls having maxed out Strength in mind.
As such, almost all of them have thus been rendered "craptacular" compared to options like Monofilament Whips which have a set damage value rather than a Strength/2 dependant one. Your average character (Strength 2-4) will only have a Damage Value of 4P-5P and Reach of 1 with Spurs. And you need an obscure skill just to use them properly. Compare this to a Monofilament Whip with its 8P damage, Reach 2, and -4 AP stats that require an equally obscure weapon skill to use. ONLY a troll with a Strength of 10 or someone who wastes a ton of their cyberarm's capacity on Strength (and gets a cybertorso on top of it so that they can raise Strength above 6) can match that with Spurs (the best of the cyber-implanted melee weapons). Keeping in mind that the whip only costs 3,000¥ and 0 Essence.
The only thing cyberlimbs really give you in combat is bonus armor. And while that's limited to only 2 Armor per limb at character creation, one Essence and a pair of hands and feet will give you Ballistic 8/Impact 8 armor on top of whatever normal armor you're wearing. Which is just crazy and needs addressing.
Armor aside, this pretty much means the only real combat advantage you get in combat -- melee combat in particular -- is bonus armor. And only because the rules are apparently goofy in that regard and didn't get a proper conversion from the previous edition (where the implanted armor is divided by the total number of limbs on the body; meat or cyber). If such a rule exists in SR4 I couldn't find it on a quick look, but I'm hopefully wrong.
While 8 points of armor for 1 Essence is more than nice... it's pretty damn boring, too. And hardly the reason most players want to get cyberlimbs regardless (nevermind that it was only for hands and feet, which has got to look ridiculous).
So, no real incentive to get chromed up for combat purposes. A simple, cheap, no-Essence monofilament whip > a single maxed out cyberlimb by oodles and oodles. Nevermind that cyberlimbs in the core rules can't even match the high-ends of the Strength spectrum for Dwarves, Orks, or Trolls without also requiring a cybertorso.
Thus that leaves us with the only other unique trait that cyberlimbs offer: Capacity. Sadly, this is the only real thing cyberlimbs have to offer that's awesomely awesome. Cyberarm Gyromounts are great for characters with automatic weapons. And since Capacity seems to be a universal stat now, there's -tons- of electronic sensors you can cram into one (a single cyberleg can store all the sensor functions on SR4 p. 325, plus a smuggling comparement, and still have a bit of room to spare).
Other than that? There's not much reason to get one. And even that reason can easily be done for cheaper and without Essence loss with a drone or even an assortment of damn RFID tags.
In the end it comes down to only one thing: Style. Cyberlimbs are cool, and designing a character with one definitely improves their awesomeness factor. At least in my book. Yes, there's better options from a powergaming point of view, and cyberlimbs absolutely suck when designing a combat type of character (or anyone with a Physical Attribute over 6)... but for everyone else, they definitely have something to offer, too, and are never completely useless either way.
knasser
Jul 25 2007, 05:49 PM
QUOTE (eidolon) |
QUOTE (Critias) | There's no room for style over substance, if you want to make someone who can do his job well enough to get by in the Shadows. |
Bah. That might be true if the only type of game you run is "hard core every point counts and you better make sure you didn't waste any". |
But we're not playing like that. Try and make a decent character with cyberlimbs and you'll realise it's not a case of trying to squeeze every drop of rules-benefit out of them, but of even making them comparable with characters that don't have them, let alone better.
Earlier, as one of your reasons why someone might have a cyberlimb, you said "Because it's not weak flesh." But in fact, by the rules, it's more a case of weak metal.
What you get for cyberlimbs is: 1-5 extra condition boxes, better than average stats paid for by nuyen instead of karma. (In terms of BP you would normally come out ahead going the cyber route). The potential for a few mildly nice toys such as gyro-mount and shock fist. Physical damage on unarmed attacks (eminently sensible house rule). Easier route to augmenting the Body stat (though will only apply to things like poisons, etc. in Toturi's game.

)
What you lose is a lower total attribute potential as you are forced to pick the areas you want to be good at or accept a lower overall average, a massively penalised character if you want to play a troll or an ork, less ability to upgrade via karma, a whole mountain of Essence, leaving less room for more useful toys such as initiative enhancers,
It just doesn't make sense in the setting. If they can put artificial muscle fibres in someone's arm and still have it look natural, then a completely artificial arm that is obvious as such and doesn't need to be compatible with normal biology ought to be at least as good. But it isn't. The way the rules are written, the best of the best will be those without cyberlimbs.
You can still do a good build with cyberlimbs if you know what you're doing and have a character type that would benefit from them (e.g. you could make a good hacker type that had a secondary samurai role). And I once made an effective cyber-build tank type by pumping up the armour and body as high as I could afford. But they are not as good as they ought to be and anyone who plays a cyber-limb character for role-playing reasons is generally penalised. And it's unfeasible for trolls and orks.
My personal house rule is that rather than apply the grade modifer for alpha- beta- or deltaware to the essence cost (you're still losing the limb, right? ), I apply it as a multiplier to capacity. It makes deltaware a bit silly if you choose to abuse it, but who has deltaware in quantity? This makes cyberware balanced, imo, or more or less.
-K.
Samoth
Jul 25 2007, 05:49 PM
QUOTE (Begby) |
We noted this some time ago. We play that once the limb is on, anything you add to it costs no essence, then go Deltaware for half essence reduction on the limb itself. |
I never got why Cyberlimbs could be done in Alpha/Beta/Delta. You're not taking away any LESS of your entire leg no matter which level you get, so how are you spending less essence? Yes the leg attaches to the torso, but the attachments of a standard and delta leg can not be that different.
noonesshowmonkey
Jul 25 2007, 05:52 PM
I think that the biggest deterent for cyberlimbs has been noted: their vanilla game effect. A cyberlimb that ends up being standard human stats (a 3, for christ sake) is really not worth having. People get a cyberlimb for the mystique of having it but they get punished for trying to be cool. As interesting as fluff is, if a character concept does not have praxis in the rules - which is to say if I can't do something with my cool idea - the idea is generally just cool and not terribly useful. Shadowrun is a game plagued by pragmatism... In fact, cyberpunk as a genre values pragmatism over a lot of things.
Anyone can say "maybe in the games you run", but as a general rule just look at the archetypes. These represent core runner concepts that everyone, a veteran or a newb, can use. All of these concepts crap all over the idea of a cyberlimb. Hell, even the "Street Samurai" has muscle replacements instead of chrome. For a few essence I can get agility and strength on top of my original BP investment? Awesome. So even the core book shies away from cyberlimbs (because they suck). There is a general standard of effectiveness that emerges in a Shadowrunning team. Anyone well below or above that standard affects the gameplay of that group. It seems odd to me that a chrome-limbed psycho should lower the standard of a group as opposed to raise it. Look to Ghost in the Shell or even the I-Robot movie (blech, Will Smith) and we can see chrome'd up limbs kicking ass and taking names. As a genre, cyberpunk has a definite trope concerning metal limbs and the current rules leave the situation rather luke warm.
As far as SR4 goes, it makes an awful lot of sense. The days of Chrome Dogs are nearly over by the 2070s and the future is begining to look a lot more like JC Denton's from Deus Ex than something out of Neuromancer. Everything is integrated and the cost of doing business is gettin shot up with some whiz chemicals or having some vat grown stuff put on you.
The oddest thing is, however, that SR4 seems like it is uniquely placed between Deus Ex style nannites and bio and the chromed up badassery of Ghost in the Shell. And yet there are no sloppy, over the top powerful, literal machines that we can augment our bodies with. I pay essence for bioware so that I have something that is the semblance of a human body (fragile, at its roots) rather than mechanical. Machines, on the other hand, are unfeeling and terrible engines of destruction. If I have a giddamn machine for an arm, it had best be capable of tasks that no human should be able to perform. In fact, I should be able to hurt myself trying to squeeze performance out of my cyberlimbs.
And as we all know, without accurate scaling, the limbs themselves don't scale for metahumans. An off-the-shelf limb is made for a human. Not a troll. If I wanted a real cyberlimb I would be a 6 foot human sporting an arm designed for a troll (shortened a touch) that has a standard strength of 5 that I have jacked up to a 9 with augmentations. We shall see if we recieve succor when Augmentation comes out.
- der menkey
"Certainly there is no hunting like the hunting of man and those who have hunted armed men long enough and liked it, never really care for anything else thereafter."
~ Ernest Hemmingway
Ol' Scratch
Jul 25 2007, 05:52 PM
What makes you think Essence solely reflects how much meat you're having lopped off? (Keep in mind that having a limb cut off costs you 0 Essence loss.)
sunnyside
Jul 25 2007, 05:58 PM
I don't think the problem is essense cost. That seems right compared to the costs of other stuff.
I think it's just the piss poor performance.
Really it's that limbs aren't just bad, they're crushingly bad. I'm betting most players in SR who are looking at a cybered type go to the cyberlimb section, start reading, and start getting excited. Then they'll get to the detailed rules and at some point the crushing realization that their stats will actually go down if they get cyberlimbs sets in, they just CAN'T make that cool character with the strong cyberlimbs and the Mr. Gadget gizmos.
And I've seen characters in games I wasn't GMing make characters like that which were just plain sub par. They seem fun at first, but at some point they realize they can't really do anything better than anyone. Even the hacker is a better fighter than they are. And the mage and rigger are better and smuggling than the smuggling compartment in their arm. They just start getting disenchanted, unless you have a stellar GM.
Kyrn
Jul 25 2007, 06:02 PM
So far the only characters I can think of who really benefit rules-wise from cyberlimbs are the combat mages who pick up a cyberforearm with a gyromount, a datajack, a smuggling compartment for foci, and maybe a spur, some sensors, or slight upgrade to keep up with meat Agility. Getting to roll full-auto with little to no recoil can really help make up for a low base skill.
Ol' Scratch
Jul 25 2007, 06:04 PM
Honestly, I think the problem is one of expectations more than the actual stats.
Most people look at cyberlimbs from a cyberpunk standpoint, where in traditional cyberpunk literature and films they tend to be super-strong augmentations designed to crush skulls in.
The cyberlimbs in Shadowrun are far more realistic and believable. They're augmentations to replace limbs you've lost, which is exactly how they are being developed today, complete with a standard maximum limit equal to normal Human tolerances.
Sure, rules for illegal "overclocking" limits and whatnot would have been incredibly cool, especially in a game revolving around criminal activities, which of course is one of the reasons they get so much hate. But the point remains: Shadowrun's cyberlimbs are a lot more believable than the ones you find in most cyberpunk works.
Ol' Scratch
Jul 25 2007, 06:06 PM
QUOTE (Kyrn) |
So far the only characters I can think of who really benefit rules-wise from cyberlimbs are the combat mages who pick up a cyberforearm with a gyromount, a datajack, a smuggling compartment for foci, and maybe a spur, some sensors, or slight upgrade to keep up with meat Agility. Getting to roll full-auto with little to no recoil can really help make up for a piss-poor base skill. |
Although the rules don't specifically state as much anymore, a Cyberarm Gryomount is something that can only be put into a Cyberarm. Not a Cyberforearm. That would make it a Cyberforearm Gyromount, which doesn't exist.
sunnyside
Jul 25 2007, 06:10 PM
See kyrn is what I'm talking about. You just can't do that. You could put in the smuggling compartment and the gyromount. Then you're done. Enjoy shooting with AGI 3. Oh and you use the average, rounded down, for body. So you just went from body 6 to body 4.
(I really hate the look of crushed enthusiasm I get from players when I have to tell them stuff like that in real life).
EDIT: I didn't notice that it was a forearm. That can hold even less. Though maybe that would get around the body issue.
knasser
Jul 25 2007, 06:20 PM
QUOTE (Doctor Funkenstein) |
Honestly, I think the problem is one of expectations more than the actual stats. |
It's not one of expectations, but of wants. We want cyberlimbs to be worth having. And I would also dispute your point about realism. The Shadowrun cyberlimbs might be "realistic" to you, but not when compared to implanted muscle fibres that are better than an obvious and entirely artificial limb can be. When not constrained by looks or playing nicely with biology, the limb should be better. Or at least have the potential to be. The extra condition boxes are nice, but not enough. Hence my house rule on capacity and grade.
Particle_Beam
Jul 25 2007, 06:25 PM
QUOTE (Doctor Funkenstein) |
The cyberlimbs in Shadowrun are far more realistic and believable. They're augmentations to replace limbs you've lost, which is exactly how they are being developed today, complete with a standard maximum limit equal to normal Human toleran
|
The problem is, it's an age where you also get cloned natural limbs for even less money, no essence cost, and no harm at all, which always makes the replacement limb superflous. So, no, they just aren't prosthetics. They could never be, because the biotechnology is advanced enough to recreate your lost limbs perfectly, without ever having need for a cyberlimb.
QUOTE |
Sure, rules for illegal "overclocking" limits and whatnot would have been incredibly cool, especially in a game revolving around criminal activities, which of course is one of the reasons they get so much hate. But the point remains: Shadowrun's cyberlimbs are a lot more believable than the ones you find in most cyberpunk works. |
They are not, because they start at a level that makes them even worse than normal limbs.
Kyrn
Jul 25 2007, 06:27 PM
QUOTE (Doctor Funkenstein) |
QUOTE (Kyrn @ Jul 25 2007, 12:02 PM) | So far the only characters I can think of who really benefit rules-wise from cyberlimbs are the combat mages who pick up a cyberforearm with a gyromount, a datajack, a smuggling compartment for foci, and maybe a spur, some sensors, or slight upgrade to keep up with meat Agility. Getting to roll full-auto with little to no recoil can really help make up for a piss-poor base skill. |
Although the rules don't specifically state as much anymore, a Cyberarm Gryomount is something that can only be put into a Cyberarm. Not a Cyberforearm. That would make it a Cyberforearm Gyromount, which doesn't exist.
|
Now, I'm AFMB at the moment, but I seem to recall the forearm has a capacity of what seven to ten or thereabouts? And a cyberarm gyromount is listed as requiring about four, I believe. As nothing is stated specifically about any cyberlimb accessory being compatible only with specific cyberlimbs, I'm confused as to where your information comes from. I'm aware that in former editions a cyberarm gyromount was a particular model of cyberarm, but from all I can remember off the top of my head it is now merely another cyberarm accessory. Hell, it'll even fit in a cyberhand these days. If I'm wrong about my interpretation of the capacity rules for accessories, please let me know.
Oh, and Sunnyside, that's why it was the mage using it. He already had crappy physical attributes.
Ol' Scratch
Jul 25 2007, 06:36 PM
QUOTE |
The problem is, it's an age where you also get cloned natural limbs for even less money, no essence cost, and no harm at all, which always makes the replacement limb superflous. So, no, they just aren't prosthetics. They could never be, because the biotechnology is advanced enough to recreate your lost limbs perfectly, without ever having need for a cyberlimb. |
Never claimed otherwise. In fact, the game specifically addresses this on SR4 p. 335. Cyberlimbs are outdated technology, seen as "crude and outdated, if not outright medieval." Their only advantage being that they're cheaper (which is the only real issue with this flavor text) and easier to repair and upgrade compared to bioware alternatives.
QUOTE |
They are not, because they start at a level that makes them even worse than normal limbs. |
How so? Your average Human have Physical Attributes of 2 or 4 if they're in good shape, and cyberlimbs come with a standard of 3 that can easily and cheaply be boosted to 6 across the board.
I don't see any rules in SR4 for replacement limbs at all, actually. If there were, they'd almost assuredly start at the same level (Physical Attributes of 3) and improved with Muscle Augmentation/Toner rules, which are more expensive than cyberlimb alternatives (even if you devide the costs by 4, which still cost Essence on top of that). So the aforementioned flavor text isn't that far off afterall.
Ol' Scratch
Jul 25 2007, 06:38 PM
QUOTE (Kyrn) |
Now, I'm AFMB at the moment, but I seem to recall the forearm has a capacity of what seven to ten or thereabouts? And a cyberarm gyromount is listed as requiring about four, I believe. As nothing is stated specifically about any cyberlimb accessory being compatible only with specific cyberlimbs, I'm confused as to where your information comes from. I'm aware that in former editions a cyberarm gyromount was a particular model of cyberarm, but from all I can remember off the top of my head it is now merely another cyberarm accessory. Hell, it'll even fit in a cyberhand these days. If I'm wrong about my interpretation of the capacity rules for accessories, please let me know. |
It's like I said, even though the rules don't state as much anymore, one just has to look at the name of the implant. It's a Cyberarm Gyromount, not a Cyberforearm or Cyberhand Gyromount. By your argument, you could put one in your -head, -torso, or -foot and still get the bonuses.
Samoth
Jul 25 2007, 06:46 PM
QUOTE (Doctor Funkenstein) |
QUOTE (Kyrn @ Jul 25 2007, 12:27 PM) | Now, I'm AFMB at the moment, but I seem to recall the forearm has a capacity of what seven to ten or thereabouts? And a cyberarm gyromount is listed as requiring about four, I believe. As nothing is stated specifically about any cyberlimb accessory being compatible only with specific cyberlimbs, I'm confused as to where your information comes from. I'm aware that in former editions a cyberarm gyromount was a particular model of cyberarm, but from all I can remember off the top of my head it is now merely another cyberarm accessory. Hell, it'll even fit in a cyberhand these days. If I'm wrong about my interpretation of the capacity rules for accessories, please let me know. |
It's like I said, even though the rules don't state as much anymore, one just has to look at the name of the implant. It's a Cyberarm Gyromount, not a Cyberforearm or Cyberhand Gyromount. By your argument, you could put one in your -head, -torso, or -foot and still get the bonuses.
|
I think a gyromount could be done in a forearm. It's just weights and balances in the wrist according to the material. It could not be done in a cyberhand, which stops before the wrist.
Kyrn
Jul 25 2007, 06:47 PM
No, by my argument I could place it in any limb capable of wielding a firearm. And I do recall the original illustration (sketchy evidence at best given SR's track record, I admit) focusing on the cyberarm gyromount equipped character's wrist. Two little counterbalances popped out. But as I said, the gyromount is no longer a cyberarm model, but an accessory. If it is a model of cyberarm, why list separate capacity? And how many rules from previous editions do you have governing SR4 anyway?
eidolon
Jul 25 2007, 06:50 PM
QUOTE (Doctor Funkenstein) |
The cyberlimbs in Shadowrun are far more realistic and believable. They're augmentations to replace limbs you've lost, which is exactly how they are being developed today, complete with a standard maximum limit equal to normal Human tolerances. |
And this touches on one of my gripes. In a world with any kind of continuity, technology should not move backward. Taking cyberlimbs and making them less capable and advanced than in previous editions is stupid. It doesn't matter why you're doing it, it's stupid. So taking the cyberpunk-origin cyberlimbs of the 2050s and 2060s and making them into the prosthetic limbs of today, in the SR game world, is ridiculous.
@knasser, you missed where I said I don't know the ins and outs of the rules in SR4 for cyberlimbs. At the time of the post I made, I was still talking about style and about munchkinry not being enough of a basis for saying that something is broken.
Now, after reading the posts in this thread (which is now the first thread I have "subscribed" to in over a year, IIRC) I can see that when my books get in, I'm going to be writing (and yoinking) a lot of house rules.
Ol' Scratch
Jul 25 2007, 06:50 PM
QUOTE (Kyrn) |
And how many rules from previous editions do you have governing SR4 anyway? |
When a rule is completely absent and lacking such as in this case? Previous editions are a very good source, especially with a rule that's simply a "you can't do it" rule rather than a "you get X and Y bonuses" rule.
Particle_Beam
Jul 25 2007, 06:51 PM
QUOTE |
Never claimed otherwise. In fact, the game specifically addresses this on SR4 p. 335. Cyberlimbs are outdated technology, seen as "crude and outdated, if not outright medieval." Their only advantage being that they're cheaper (which is the only real issue with this flavor text) and easier to repair and upgrade compared to bioware alternatives. |
Just because they are seen as crude, doesn't mean that they really have to be, especially when compared to normal, unaugmented limbs, when in prior edition, they were at least a little bit stronger (and sucked in the cost category, yay).
QUOTE |
How so? Your average Human have Physical Attributes of 2 or 4 if they're in good shape, and cyberlimbs come with a standard of 3 that can easily and cheaply be boosted to 6 across the board. |
Your average human has a strenght and agility of 3. That's a given. A mediocre, still really expensive cyberarm with all its own problems also only has a mediocre value of 3. And that's only one limb. Before, they gave a 4 in Str and Quickness, and in SR 3, the human average also was 3.
The rules and the background never did coincide, and even now, after five years ingame, they still don't.
I know that Augmentations will not adress this problems, however, I am curious to see what the cyberlimb section will offer that you could at least think to consider having them at all.
eidolon
Jul 25 2007, 06:55 PM
QUOTE (Doctor Funkenstein @ Jul 25 2007, 12:50 PM) |
When a rule is completely absent and lacking such as in this case? Previous editions are a very good source, especially with a rule that's simply a "you can't do it" rule rather than a "you get X and Y bonuses" rule. |
QFT
QUOTE (Kyrn) |
But as I said, the gyromount is no longer a cyberarm model, but an accessory. |
The cyberarm gyromount was never a model, as in "you can either get a cyberam standard model, or a cyberarm gyromount model". It was an accessory that consumed 4 ECUs when placed in a cyberarm.
edit: and shame on whoever decided to put that drivel about "cyberlimbs are outdated/passe/gauche" in SR4. Shame. Go read Neuromancer until you get it.
edit edit: fixed spelling of Kyrn's username
Kyrn
Jul 25 2007, 06:58 PM
QUOTE (Doctor Funkenstein @ Jul 25 2007, 06:50 PM) |
QUOTE (Kyrn @ Jul 25 2007, 12:47 PM) | And how many rules from previous editions do you have governing SR4 anyway? |
When a rule is completely absent and lacking such as in this case? Previous editions are a very good source, especially with a rule that's simply a "you can't do it" rule rather than a "you get X and Y bonuses" rule.
|
How is the rule absent? Cyberlimbs can contain accessories up to a certain capacity. Each cyberlimb is listed as possessing a certain capacity. The gyromount is a cyberlimb accessory that takes up a certain amount of capacity. That capacity will fit into a cyberforearm. Ergo the gyromount may be placed in a cyberforearm.
If you believe the gyromount is only available in conjunction with a full cyberarm you're of course free to house rule it that way.
Edited for impulsiveness.
Kyrn
Jul 25 2007, 07:01 PM
QUOTE (eidolon) |
QUOTE (Doctor Funkenstein @ Jul 25 2007, 12:50 PM) | When a rule is completely absent and lacking such as in this case? Previous editions are a very good source, especially with a rule that's simply a "you can't do it" rule rather than a "you get X and Y bonuses" rule. |
QFT
QUOTE (Kryn) | But as I said, the gyromount is no longer a cyberarm model, but an accessory. |
The cyberarm gyromount was never a model, as in "you can either get a cyberam standard model, or a cyberarm gyromount model". It was an accessory that consumed 4 ECUs when placed in a cyberarm.
edit: and shame on whoever decided to put that drivel about "cyberlimbs are outdated/passe/gauche" in SR4. Shame. Go read Neuromancer until you get it.
|
It was originally a cyberarm model in precisely that way. It was full-on cyberarm that cost 1.5 essence and had a gyromount, prompting the memorable bit of shadowtalk, "Time to get the old arms chopped off, yup, yup."
Dashifen
Jul 25 2007, 07:02 PM
I guess I can see the arguments above. Frankly, most of my players have avoided cyberlimbs not because of a (perceived) uselessness but rather because they've had no need for them. Thanks.
Whipstitch
Jul 25 2007, 07:03 PM
QUOTE |
edit: and shame on whoever decided to put that drivel about "cyberlimbs are outdated/passe/gauche" in SR4. Shame. Go read Neuromancer until you get it. |
...If I remember correctly, the most memorable cyberarm in the book was a bright pink Soviet surplus arm owned by a bartender who was notoriously ugly. Gauche and outdated was the whole fraggin' point.
Ol' Scratch
Jul 25 2007, 07:10 PM
QUOTE (Kyrn) |
How is the rule absent? |
<sighs> You're just being pedantic now.
I don't have my old books handy at the moment. As previously mentioned, the Cyberarm Gyromount was previously (and by previously, I mean 3rd Edition which was an updated version with even more complete rules than earlier editions) an accessory for a Cyberarm -- and only a Cyberam, in a set of rules that also featured Cyberforearms and Cyberhands -- that took up the same amount of Capacity. The rule -- this limitation -- is absent. Not removed or replaced (that would require a line like "Cyberarm Gyromounts can also be installed in Lower Arms and Hands"), but completely and utterly absent. Thus, in fact, leaving you with the question "can it be done?"
Once again, following your logic, it could still be placed in a -head, -torso, or -foot and still work completely fine. Why? Because the rules for Cyberarm Gyromounts don't say they have to be in a Cyberarm at all. Find that to be a ridiculous assertion and assumption to make? Exactly my point. But such a rule is absent, so it must be okay. Afterall, it only takes 4 Capacity.
Begby
Jul 25 2007, 07:17 PM
QUOTE (Samoth) |
QUOTE (Begby @ Jul 25 2007, 05:35 PM) | We noted this some time ago. We play that once the limb is on, anything you add to it costs no essence, then go Deltaware for half essence reduction on the limb itself. |
I never got why Cyberlimbs could be done in Alpha/Beta/Delta. You're not taking away any LESS of your entire leg no matter which level you get, so how are you spending less essence? Yes the leg attaches to the torso, but the attachments of a standard and delta leg can not be that different.
|
Yah, I don't understand that really either, I guess I would try to explain it as it is less invasive a procedure, better doctors, better equipment, where it attaches is no so modified, and the nervous system handles it better.
eidolon
Jul 25 2007, 07:19 PM
QUOTE (Kyrn) |
It was originally a cyberarm model in precisely that way. It was full-on cyberarm that cost 1.5 essence and had a gyromount, prompting the memorable bit of shadowtalk, "Time to get the old arms chopped off, yup, yup." |
Yeah, my fault. I knew my bad wording was going to bite me, but I had to jump up and drive back to work.
I had meant to compare it only to SR3, not to say "wasn't ever".

QUOTE (Whipstitch) |
Gauche and outdated was the whole fraggin' point. |
And I forget what a literal bunch DSers are. I'd amend my statement, but since a rules lawyer will be by to nitpick it anyway, I don't think I'll bother. I'll just say look past my specific example long enough to understand my point.
QUOTE (Doc Funk) |
Once again, following your logic, it could still be placed in a -head, -torso, or -foot and still work completely fine. |
I'm 100% w/ Kyrn on this one. The reason you don't put it in a cyberhead is because it's made for a cyberarm. It installs in the forearm of a cyberarm, as shown specifically in previous editions (since we're jumping back for reference). Thus, if a cyber forearm has the ECU to hold it, it's just ... pedantic ... to say that you can't install it in one.
Ol' Scratch
Jul 25 2007, 07:23 PM
Once again: Cyberarm Gyromount. In rules that have Cyberarms. By name. Which also distinguish between Cyberarms and Cyberhands and Cyberforearms. You even said as much yourself: "...because it's made for a cyberarm."
Or what, now we're going from using previous rules as a reference to just pictures from the same rulebook as said rules? And a picture that only shows the external mechanism for the implant at that?
eidolon
Jul 25 2007, 07:23 PM
QUOTE (Begby) |
Yah, I don't understand that really either, I guess I would try to explain it as it is less invasive a procedure, better doctors, better equipment, where it attaches is no so modified, and the nervous system handles it better. |
That actually fits in with the fluff. IIRC, it is specifically mentioned that the interface and materials are of much higher quality, and that this contributes to the lowered E reduction.
This doesn't fit with the "E as how much meat" view, which I grant is tricky.
Kyrn
Jul 25 2007, 07:23 PM
QUOTE (eidolon) |
QUOTE (Kyrn) | It was originally a cyberarm model in precisely that way. It was full-on cyberarm that cost 1.5 essence and had a gyromount, prompting the memorable bit of shadowtalk, "Time to get the old arms chopped off, yup, yup." |
Yeah, my fault. I knew my bad wording was going to bite me, but I had to jump up and drive back to work. I had meant to compare it only to SR3, not to say "wasn't ever".  |
So...you're now posting from the car? That's dedication.
knasser
Jul 25 2007, 07:24 PM
QUOTE (Particle_Beam) |
Your average human has a strenght and agility of 3. That's a given. |
Actually, it's not a given. Every time that this has been debated here, the general consensus has been that the average is two. It doesn't make sense that the average person is exactly half as strong as the world's strongest man, ditto for Agility et al.
Cyberlimbs are marginally better than natural. But the point of comparison shouldn't be the natural, but other technologies. I note that Dr. Funkenstein has skipped past my questions as to why cyberlimbs are weak in comparison to artificial muscle fibres. And we still have no explanation as to why cyberarms can't be made that don't penalise trolls and orks.