Ol' Scratch
Jul 29 2007, 04:53 AM
I noticed something odd in the rules this evening, was hoping to find some clarification.
Essence loss is split between bioware and cyberware; both are tracked seperately, and the whole subtracts from the character's actual Essence score. The reason they're tracked seperately is because the one that's smaller is halved for purposes of that final subtraction. So, what happens if down the line those numbers flip-flop?
Say you start with 1.0 points of bioware and 2.0 points of cyberware. After the game begins, you install a few pieces of bioware and now have 3.0 points of Bioware and 2.0 points of cyberware.
Using that example, does the new bioware have its Essence loss cut in half to maintain the original values? Do you suddenly have an Essence Hole in the cyberware departartment since it's now cut in half (becoming 1.0 of implants filling the original 2.0 hole)? Something else entirely?
In other words, is your Essence now 2.5 (cyberware -2.0 and bioware -1.5), 2.0 (cyberware -1.0 and bioware -3.0), or 1.0 (cyberware -2.0 with a 1.0 hole and bioware -3.0)?
Da9iel
Jul 29 2007, 05:30 AM
I'd always assumed that any "Essence hole" is only from the total, and the new Essence is 2 (Cyberware -1.0 and Bioware -3.0). I don't see any reason to make it more complicated with separate cyber holes and bioware holes.
Heh heh. Heh heh. He said "Holes." Reminds me of the PI thread you know and love so much.
Dancer
Jul 29 2007, 05:46 AM
I just figure that removal of 'ware removes its Essence cost, but your Essence never increases. So the difference between your current Essence and (6-current essence cost) is your 'essence hole', but no special rules are required for it.
Ol' Scratch
Jul 29 2007, 06:08 AM
I believe it's Augmentation that discusses the holes (I read it just the other night but I don't remember exactly where).
My question isn't about the holes, though, despite the name of the topic. It's about the phenomenon of how Essence loss due to cyberware and bioware can change just by getting more of one than the other, and how do you apply that change to the character.
Here's another example. Say you have 0.90 worth of bioware and 1.10 worth of cyberware. Your Essence is now 4.45 since the 0.90 bioware cost was halved since it was the smaller value. Later you get a 0.30 piece of bioware installed, raising the total to 1.20.
So in that example, what's your current Essence now that, officially, your Essence loss due to cyberware is halved instead of bioware? Did you just magically gain Essence only to have it removed because of the mechanic? Do you have a cyberware Essence Hole with 0.55 Essence worth of space you can fill for free? Or something else?
I'm leaning towards the latter in my reading, but wanted opinions and hopefully rules clarifications in case I missed something on the subject.
Wakshaani
Jul 29 2007, 06:35 AM
Well, if it was .9 Bio and 1.1 Cyber, generating 1.55 loss, when you added the extra .3 Bio, making it 1.2 and 1.1, your new total would be 1.2 + .55 = 1.75.
Essence isn't modified on the fly, only the final tally ... It loses the 'Flavor; once you hit final calculation.
This means that you could, in theory, take the original .9/1.1 guy, take out all teh cyberware, leaving only .9 of the 1.55 essence hole used, and add .65 essence of Bioware in that empty spot.
Basicly, body disruption is body disruption, the two "Flavors" are only kept track of before final cost is figured.
...
Don't overthink; it falls apart like a magic trick if you worry overmuch.
Ol' Scratch
Jul 29 2007, 06:36 AM
QUOTE (Wakshaani) |
Don't overthink; it falls apart like a magic trick if you worry overmuch. |
Good advice.
Ravor
Jul 29 2007, 06:37 AM
You know, I think you may be overthinking things here, why not just calculate your new Essense the same way that you did the old using the new Bioware vs Cyberware Values?
As for "why" it works, well I figure that it may be something that the doctors themselves don't fully understand, they just know that it does, or maybe it's caused from the metahuman's Pattern warping itself around the greatest intruder.
Or maybe it doesn't
really work that way In-Character at all, perhaps the savings is simply caused by the fact that cyberware and bioware cause slightly different types of stress upon the body
/soul and Essense is a broader term then it used to be in older Editions.
*Edit*I must be slowing down in my old age.
Ol' Scratch
Jul 29 2007, 06:40 AM
While I understand the KISS principle you guys are discussing, it does lead to a potential problem. Which, again, is due to Essence Holes.
Say you have 1.10 cyberware and 0.90 bioware again. Then you get that hot 0.30 bioware implant later. Even later, you remove all the bioware and cyberware, leaving an Essence Hole specific to each type. Even later, you decide to get some new implants to fill the holes and in the process wind up with more cyberware than bioware.
How is that resolved?
Ravor
Jul 29 2007, 06:44 AM
I don't think you need to resolve anything because in the end you are left with a single Essense Hole, not two so you can fill that hole with anything that you want, cyberware, bioware, DNA tampering, ect...
Ol' Scratch
Jul 29 2007, 06:45 AM
Whichever book mentioned it (pretty sure it was Augmentation) was pretty specific about the holes being unique to each type of implant.
Ravor
Jul 29 2007, 06:52 AM
Hmm, after searching through
AUG and having found the section you are talking about I've decided that it is a very stupid rule and I'll be happily ignoring it in all of my campaigns.
l33tpenguin
Jul 29 2007, 06:56 AM
I thought the hole was only applicable at character generation. I.E. any cyberware added after the fact will remove its full essence.
least.. that was my understanding. I'm still a n00b, though
Ol' Scratch
Jul 29 2007, 07:06 AM
While the new rules on the subject allow more interesting possibilities, I think it would have been better if they had just decided that only Bioware was halved (or better, simply lower all Bioware Essence losses in half and not even have such a rule). That would have eliminated anything related to this issue, I'm sure.
I mean, does it really make sense that one impacts your body more than the other depending on which one you install the most of? And then suddenly having that change completely just because you install one more later on?
Ravor
Jul 29 2007, 07:14 AM
Well I figured that from an IC perspective it wasn't so much that one suddenly started impacting you more then the other as it was the Physical/Pattern changes caused by the implants in general was able to limit the overall damage, and the OOC rule was just simulating that.
FrankTrollman
Jul 29 2007, 07:34 AM
Honestly I never wrote a distinction between Cyber- and Bio- Essence Holes. I don't know where that came from and it makes the accounting fall apart.
Essence Holes are supposed to be generic, and I seriously am perplexed as to where that came from.
-Frank
Ol' Scratch
Jul 29 2007, 07:37 AM
Thanks a lot and really glad to hear that.
I'll add that to my list of house rules until it makes it to errata (if ever).
Ranneko
Jul 29 2007, 08:05 AM
I would expect that the values of the holes flip-flop too.
And that you would add the relevant holes to each side in order to determine whether bio or cyber is higher.
Ravor
Jul 29 2007, 08:16 AM
Ok, but that would require a hell of alot of record keeping as well as prove a greater limit on the amount of implants someone can get.
You'd need to keep track of:
Bioware Essence Loss
Bioware Essence Hole
Cyberware Essence Loss
Cyberware Essence Hole
Non-usable Essence Loss
All to figure out your current Essence Value after each surgery, never mind the fact that those figures keep flip-flopping around depending on what type of implant you install at any given time.
Bah to that I say! I'll gladly take FrankTrollman's word on what his intent was as an author.
FrankTrollman
Jul 29 2007, 08:23 AM
It's actually worse than that. Since as written the holes are separate and defined when items are removed, you can actually "bank" your holes while Cyber is the higher value at full price and then "spend" the Essence Hole when you get the cost break for double value.
Indeed, since the Essence Hole cost is currently written to subtract from the cost it then doesn't impact whether you're paying half or not - and you can end up getting the 50% off on the group which should be more expensive just by getting some put in, ripping it out, and then getting it put back in after getting some bio mods.
I think that someone thought they were closing a loophole at a late stage of editting - but they were not doing that.
-Frank
Ranneko
Jul 29 2007, 09:08 AM
So if you have a single essence hole system and you have say
3.5 essence worth of cyber and
3 essence worth of bio to start
Total Essence loss to start 5 (3.5 + 3/2)
And you were to take out 1 essence of cyber so you have how much essence in the hole?
Do you have:
(2.5/2 + 3) + 1 essence hole = 5.25 E of stuff [And so by removing cyber I have somehow managed to lose essence]
Or do you then have:
(2.5/2 + 3) + 0.75E hole = 5E of stuff, despite having taken out 1E of cyber?
If you have the 2 hole system like the way I see it you would end up with:
Essence loss due to cyber + cyber hole = (2.5 +1) = 3.5
Essence loss due to bio = 3
So final essence loss still equals 5.
All of the flipflopping happens after the totals are done. You can't bank essence to one side or the other because the hole shrinks and expands as everything else does.
What I am more curious about is the revitalization therapy.
If I have less cyber than bio, and I undergo that therapy and choose to shrink the cyber hole, how much does it shrink by?
apple
Jul 29 2007, 10:42 AM
QUOTE (FrankTrollman @ Jul 29 2007, 02:34 AM) |
Honestly I never wrote a distinction between Cyber- and Bio- Essence Holes. I don't know where that came from and it makes the accounting fall apart.
Essence Holes are supposed to be generic, and I seriously am perplexed as to where that came from.
-Frank |
From Augmentation Page 128:
QUOTE |
It may, however, be used as a “credit� for any new implants of the same type (cyber- or bioware)—simply deduct the Essence hole from the new implant’s Essence cost before applying it to your total.
|
Which makes bookkeeping (where it the streamlining in that?) and the change between cyberware and bioware very complicated, sometimes almost impossible and limits the developing possibilities of cybered player characters.
Please: just remove the bold sentence.
SYL
Synner
Jul 29 2007, 11:44 AM
The Essence hole decision was made after various discussions following several playtest reports indicated groups had problems with the "single" Essence hole approach given that bioware and cyberware Essence loss totals are themselves dynamic - the main issue being that the "dominant" Essence loss total can change in play forcing you to recalculate total Essence loss.
Ranneko has pointed out the most common "problem" indicated and after running the current writeup past the playtesters this was the preferred option given that all the "flip-flopping" is done before Total Essence loss is calculated.
Under the Augmentation rules removing an implant does not change your Essence loss (sub)total and your total Essence loss is in fact unaltered until you implant something new. You just gain a "credit" towards your next implant. This just means that you make a note the size of the hole/credit next to your ongoing cyberware or bioware tally.
Please note that the SR4 rules already require that you keep ongoing tallies of your cyberware (now + nanocybernetics) and bioware (now + certain geneware) losses during play, and that in cases when these change, the dominant (sub)total can shift in play (normally when a new implant is added) - so recalculation of total Essence Loss was already built into the system.
Ol' Scratch
Jul 29 2007, 11:54 AM
I think you're missing the big point here, Synner. Under those rules as written as and as you describe, players can "cheat" the system and get huge Essence discounts on items simply by removing and placing them back inside their bodies after getting an upgrade with the opposite type of implant if it causes the flip-flop to occur. That, in turn, gives you a "hole" you can now fill with even more implants. Wash, rinse, repeat.
If it were a single Essence hole based upon the total amount of Essence loss you've suffered, that loophole is completely removed. At least I couldn't find a way to do it that way.
Ranneko
Jul 29 2007, 12:14 PM
QUOTE (Doctor Funkenstein @ Jul 29 2007, 03:53 PM) |
Say you start with 1.0 points of bioware and 2.0 points of cyberware. After the game begins, you install a few pieces of bioware and now have 3.0 points of Bioware and 2.0 points of cyberware.
Using that example, does the new bioware have its Essence loss cut in half to maintain the original values? Do you suddenly have an Essence Hole in the cyberware departartment since it's now cut in half (becoming 1.0 of implants filling the original 2.0 hole)? Something else entirely?
In other words, is your Essence now 2.5 (cyberware -2.0 and bioware -1.5), 2.0 (cyberware -1.0 and bioware -3.0), or 1.0 (cyberware -2.0 with a 1.0 hole and bioware -3.0)? |
To answer those questions:
Yes
No
Yes
The key to the situation is everything is tallied up, the values compared and then the smaller is halved.
If you add to either side, then the new totals are compared.
So the cyberware would become 1.0 of implants filling a 1.0 hole because [b]both the cyber and the cyber hole decrease[b]
You old essence loss would be 1.5, 2 from cyber, 0.5 (1/2) from bio and
your new essence loss would be 4, 3 from bio, 1 (2/2) from cyber.
EDIT: I decided to go back and look at the original question to try to see an example of the banking issue.
Could someone do a nice clean showing the maths seperate example of the banking issue?
Rotbart van Dainig
Jul 29 2007, 12:16 PM
It simply contradicts the basic rules:
Bob has 3 points worth of Cyber, and 2 points worth of Bio. Thus, he has lost 4 (3+(2/2) points, giving him Essence 2.
He now removes 2 points of Cyber and installs 1 Point of Bio.
BBB: He now has 1 point of Cyber and 3 points Bio. Thus, he lost 3,5 ((1/2)+3) points, his Essence still being 2.
Augmention: He now has 1 point of Cyber, 2 points Cyber-hole and 3 points Bio. Thus, he lost... what exactly? His Cyber now counts less, as it is below Bio, but he can't use the created hole since it's attributed to Cyber, and Cyber once created a 3 point loss total... so Bio deducts from fresh Essence: 3+3 points, reducing his Essence to 0. Bye Bob.
The latter method simply doesn't add up to the original rules and is more complicated.
apple
Jul 29 2007, 12:18 PM
QUOTE (Synner) |
The Essence hole decision was made after various discussions following several playtest reports indicated groups had |
So the cybernetic Samurai is not intended to be able to change to a Biosamurai?
The sample samurai from the BBB has a starting essence of 0.8 and 5.2 essence points worth of cybernetic implants. He could implant bioware around 1.4 worth of essence.
Image he is doing that:
5.2 cybernetic essence loss (which gives the character a cybernetic essence hole of 5.2) + 1.4 bioware essence loss = 5.2 + 0.7 (wich gives the character a bioware essence hole of 0.7), for a total essence loss of 5.9, out of a maximum of 6 essence. The samurai changes his opinion and has only one cyberimplant worth of 1.2 cybernetic essence loss (for example because he is upgrading or downgrading his cyberware). Now his essence costs changes to 1.4 bio-essence and 0.6 cyber-essence.
The 0.6 cyber-essence can use the cybernetic essence hole, but the sudden increase of the bioware-essence will push him over the edge and the samurai will die. Or did i misunderstand / miscalculated the rules?
Considering starting resources and many GMS hesitating to give out huge payments to the characters it seems to me that this limits the development of cybernetic characters.
SYL
Ophis
Jul 29 2007, 12:21 PM
This seems to be more proof on how bad the build for the example sammie is...
I don't have the book yet but someone mentioned a Rejuvenation therapy which sounded like a way of getting essence back.
Synner
Jul 29 2007, 12:28 PM
Jackknife Sue has 2.4 Essence lost to bioware and 2 Essence lost to cyberware [(bioware) 2.4 + (cyberware)1 (2/2) = Essence total of loss of 3.4 and Essence Rating of 2.6)
She had muscle augmentation 2 (bioware) and after a windfall run she decides to go for a pair of tricked out cyberarms (cyberware) making the muscle augmentation redundant.
So she takes out the muscle augmentation (no change to the 2.4 Essence hole in the bioware subtotal or the overall Essence loss total and Essence) leaving her with a 0.4 Essence hole to fill in her bioware subtotal (noting the "credit" next to her bioware tally as "0.4 Essence unused").
She then implants two cyberlimbs with an Essence cost of 2. The player makes the necessary adjustments to Sue's cyberware losses tally raising it to 4 (making it the dominant subtotal). Sue's bioware subtotal remains unaltered at 2.4 (though she still has that 0.4 Essence hole/credit to use on bioware). Only after changes are made her total Essence loss is recalculated to 5.2 [(bioware)1.2 (2.4/2) + (cyberware) 4].
Sue now has a 0.4 Essence hole and can now spend part, all, or more than that 0.4 on bioware (or geneware).
The downside of the system is that it makes shifting a heavily cybered character to bioware more difficult - though not impossible thanks to Revitalization. For those unhappy with this limitation I suggest using Frank's initial writeup as a House rule.
apple
Jul 29 2007, 12:28 PM
QUOTE (Ophis) |
This seems to be more proof on how bad the build for the example sammie is...
I don't have the book yet but someone mentioned a Rejuvenation therapy which sounded like a way of getting essence back. |
Gene therapy costs hundred of thousands to millions of ÂĄ and take months to years to complete.
SYL
apple
Jul 29 2007, 12:39 PM
QUOTE (Synner @ Jul 29 2007, 07:28 AM) |
The downside of the system is that it makes shifting a heavily cybered character to bioware more difficult - though not impossible thanks to Revitalization. |
Thanks Synner and Frank for the feedback:
1) So you are not taking the actual essence loss, but the cybernetic and bioware essence hole for deciding the primary and secondary essence loss?
2) Shifting from heavy cyber to heavy bioware becomes not only difficult, it becomes almost impossible. If you had heavy cybernetic essence loss, you have a life long cybernetic essence hole and you cannot change into heavy bioware because you don´t have room for a large bioware essence hole.
3) IMHO, Revitalization is not really an option, not considering the costs, the time and the description as a SOTA recent medical breakbrough. If you are playing "Lofyr, my favorite Johnson" or "Damien, old pal", then yes, you have the resources (but not the time) to change your essence holes.
And where is the fun if the character is taken out of the game for a half year, considering that awakened characters are not that limited in development ...
I think a "removed implants just create a "credit"/ essence hole ready to be filled again" would have been enough, especially regarding the balance to awakend characters and sometimes huge costs for implantes AND the new costs for implant surgery.
SYL
Rotbart van Dainig
Jul 29 2007, 12:46 PM
QUOTE (Synner) |
The downside of the system is that it makes shifting a heavily cybered character to bioware more difficult - though not impossible thanks to Revitalization. |
Back to AwakenedRun, I guess - good implant's cost enough, needing to pay large sums to even be able to install them leaves the Mundane with no money to get them. Unless, of course, you start as non-cybered Mr. Lucky... Ware ist a waste of good BP, anyway.
QUOTE (Synner) |
For those unhappy with this limitation I suggest using Frank's initial writeup as a House rule. |
Or simply stay with the BBB rules, that had an auto-adjusting hole since you recalculated from scratch.
Synner
Jul 29 2007, 12:54 PM
QUOTE (Rotbart van Dainig) |
Augmention: He now has 1 point of Cyber, 2 points Cyber-hole and 3 points Bio. Thus, he lost... what exactly? His Cyber now counts less, as it is below Bio, but he can't use the created hole since it's attributed to Cyber, and Cyber once created a 3 point loss total... so Bio deducts from fresh Essence: 3+3 points, reducing his Essence to 0. Bye Bob |
Under the BBB there is no reference as to whether there is an Essence hole or not and there is no reference as to what happens when you remove an implant.
The Augmentation rules specifically states you recalculate the subtotals before calculating the total Essence loss.
So to correct you under Augmentation, Bob keeps his 3 point Essence loss cyberware (sub)total (including a 2 point hole) and raises his bioware Essence losses (sub)total to 3 too. Since the subtotals are both 3, the GM could call it either way on which one is "dominant", but only now is the total Essence loss is recalculated. The final Essence loss is 3 (for whichever subtotal is dominant) + 1.5 (for half of the other subtotal) = 4.5. leaving Bob with an Essence of 1.5 (ie. no bye bye Bob) and an Essence hole/"credit" of 2 points to his cyberware subtotal still available for implanting.
Just to carry through on the example: months later Bob implants 2.2 worth of new cyberware using up that (cyberware) Essence hole and increasing his cyberware subtotal to 3.2 (making it once again dominant). The two Essence subtotals are compared again (now 3.2 for cyberware implants, 3 for bioware implants) and total Essence is recalculated = total Essence loss is now 4.7 giving leaving Bob with an Essence rating of 1.3.
Apple's evaluation is correct though. This makes shifting from cyber to bio more complicated, so make your choices wisely.
Rotbart van Dainig
Jul 29 2007, 01:02 PM
QUOTE (Synner @ Jul 29 2007, 02:54 PM) |
Under the BBB there is no reference as to whether there is an Essence hole or not and there is no reference as to what happens when you remove an implant. |
If you want to nitpick on that kind of details, there isn't even a reference what happens when the focus shifts, as that requires you to recalculate from 6.
So recalculating from 6 (or lower, if drained) was the SOP people managed to perform anyway, and combined with 'no Essence back' it worked with removing implants without even the need of defining Essence holes.
apple
Jul 29 2007, 01:04 PM
QUOTE (Synner @ Jul 29 2007, 07:54 AM) |
Apple's evaluation is correct though. This makes shifting from cyber to bio more complicated, so make your choices wisely. |
You don´t really have a choice. Starting with bioware is extremly cost-intensive which leaves you with two options: start as a weak mundane character with little bioware and little cyberware and hope for a generous GM or start with cyberware and be never be able to change to heavy bioware implants because of the cybernetic essence hole.
SYL
Ol' Scratch
Jul 29 2007, 01:09 PM
Here's how the loophole works.
At character creation Jackknife Sue has 2.40 in bioware and 2.00 in cyberware. This is recorded as such:
Bioware: 2.40.
Cyberware: 2.00.
Bioware is the highest rated value, so her cyberware value is cut and half and the two are added together giving her 3.40 in total implants. This is removed from her Essence, leaving her with an Essence of 2.60. Everything's kosher.
After her first run she decides she doesn't want to by a cyberfreak anymore, so she chooses to have everything removed on a whim. She now has the following recorded:
Bioware: 0.00 with 2.40 hole.
Cyberware: 0.00 with 2.00 hole.
Nothing's changed Essence wise, so her Essence is still 2.60. Later, a big job comes up and she scores a crazy amount of nuyen and she has a change of heart. "Fuck this hippie shit," she says, "I want my chrome!" She goes under the knife and has her old Wired Reflexes 1 installed along with a deltagrade Cyberarm. This gives her 2.50 in cyberware. She also decides to have her old bioware reinstalled and gets a Adrenal Pump 2, Orthoskin 2, and Tailored Pheromones 2 installed. This gives her 2.40 in bioware. This is recorded as follows.
Bioware: 2.40 (hole removed)
Cyberware: 2.50 (hole removed)
Since cyberware is now the leader, the impact her bioware has on her system is cut in half. The values are added together, giving her a total of 3.70 in implants. This is larger than before, so her Essence drops to 2.30.
End result: She just got a delta-grade cyberarm for only 0.30 Essence instead of 0.50. If the hole worked off of the total Essence reduction rather than being calculated individually, this phenomenon would never occur. And please don't nitpick the deltagrade aspect; I just used that as an easily calculated way of adding a 0.50 cyberarm 'cause I'm lazy.
This can also be done with much smaller numbers, allowing for larger and larger amounts of "free" implants by the time you get to the low range of final Essence scores.
Synner
Jul 29 2007, 01:10 PM
QUOTE |
1) So you are not taking the actual essence loss, but the cybernetic and bioware essence hole for deciding the primary and secondary essence loss? |
The SR4 and Augmentation rules state that you keep separate tallies of cyberware and bioware essence losses and only after each is calculated do you calculate total Essence loss (total Essence loss being = full value of the higher total + half value of the lower total). Total Essence loss is calculated after all adjustments to the subtotals are made (because of this you won't normally see huge shifts to the total Essence loss unless you're implanting something seriously Essence intensive to one total or another).
QUOTE |
2) Shifting from heavy cyber to heavy bioware becomes not only difficult, it becomes almost impossible. If you had heavy cybernetic essence loss, you have a life long cybernetic essence hole and you cannot change into heavy bioware because you don´t have room for a large bioware essence hole. |
With the Essence costs of cyber and bio in SR4 you get a lot more flex than you think, particularly if you start calculate in higher grades. I suggest you try it out before writing it off.
The difficulties you're noting tend to arise when you've got more than 4.5 Essence committed to one subtotal or the other.
QUOTE |
3) IMHO, Revitalization is not really an option, not considering the costs, the time and the description as a SOTA recent medical breakbrough. If you are playing "Lofyr, my favorite Johnson" or "Damien, old pal", then yes, you have the resources (but not the time) to change your essence holes. |
Revitalization is indeed quite expensive and time consuming (recovering a 0.1 cyberware Essence hole takes 1 month and 95k nuyen iirc).
QUOTE |
And where is the fun if the character is taken out of the game for a half year, considering that awakened characters are not that limited in development ... |
On the other hand it means that augmented characters who take a heavily cybered path or a heavily bio-oriented path are committed to one or the other and have different strengths and development options.
QUOTE |
I think a "removed implants just create a "credit"/ essence hole ready to be filled again" would have been enough, especially regarding the balance to awakend characters and sometimes huge costs for implantes AND the new costs for implant surgery. |
Enough problems cropped up with the single Essence hole approach during playtesting that we decided otherwise. As a gamemaster it is entirely up to you to use the single Essence hole option Frank suggested.
Rotbart van Dainig
Jul 29 2007, 01:14 PM
QUOTE (Synner) |
Enough problems cropped up with the single Essence hole approach during playtesting that we decided otherwise. |
I'm curious: What problems?
That's how everyone, up until Augmention, played.
Now, suddenly all modified characters are wrong and their heads pop.
Somehow I got the feeling that the need for the implant book to subtely screw over cybered characters was carried over from SR3...
apple
Jul 29 2007, 01:21 PM
QUOTE (Synner @ Jul 29 2007, 08:10 AM) |
and have different strengths and development options. |
What are the exact strengths and development options heavy cybernetic or bioware users have, considering implant costs, grade costs (and you need higher grades because of cyberscanners and the combination of bioindex and essence loss), essence hole rules and surgery costs?
Because these costs are quite high, especially with SR4 trying to bring the game back to street level, which many GMs see as a reason the tune down the payments.
IMHO characters with lot of implants are sometimes truly handicaped, not by the world but by the way rules work in SR. But thats another discussion, so I am on my way out.
Thanks for the feedback.
SYL
Synner
Jul 29 2007, 01:31 PM
QUOTE (Rotbart van Dainig @ Jul 29 2007, 01:14 PM) |
QUOTE (Synner @ Jul 29 2007, 03:10 PM) | Enough problems cropped up with the single Essence hole approach during playtesting that we decided otherwise. |
I'm curious: What problems?
|
Ranneko actually pointed out the most common point of confusion:
QUOTE |
And you were to take out 1 essence of cyber so you have how much essence in the hole? Do you have: (2.5/2 + 3) + 1 essence hole = 5.25 E of stuff [And so by removing cyber I have somehow managed to lose essence] Or do you then have: (2.5/2 + 3) + 0.75E hole = 5E of stuff, despite having taken out 1E of cyber? |
This is compounded when later modifications are made to either subtotal due to implantation and/or to the final Essence total via drainage.
QUOTE |
That's how everyone, up until Augmention, played. Now, suddenly all modified characters are wrong and their heads pop. |
I just proved your calculations in the Bob example were wrong (ie. his head doesn't pop). Maybe you could provide another example where heads pop (in fact we found it quite hard to make the heads of starting characters and starting character + 100k nuyen pop). Problems do arise when investment in one subtotal rises over 5, but because of the way total Essence loss is calculated this is rarely a problem in terms of making heads pop (though it might limit the character's options in the future - per my reply to Apple).
Note that the banking aspect was noted and taken into account, it was considered to partially offset the loss of flexibility in changing from cyberintensive to biointensive augmentations (though in practice the nuyen costs restrict that shift in most characters anyway).
QUOTE |
Somehow I got the feeling that the need for the implant book to subtely screw over cybered characters was carried over from SR3... |
I beg to disagree. A cybered character with 4.4 Essence loss to cyberware and 3.0 Essence loss to bioware is very serious business. A character who goes over the 4.5 mark in one Essence subtotal is seriously commited to either bio or cyber but given the options available with high end cyber and nanocyber and high end bio + genetech they are by no means gimped.
Ol' Scratch
Jul 29 2007, 01:46 PM
Out of all your posts, I still don't see how a generic Essence hole system was either more difficult or more prone to abuse than the current system. What are these complications you keep mentioning? How is it easier to maintain in the bookkeeping department? How is it in any way, shape, or form better when it requires more notes and is more prone to breaking?
Rotbart van Dainig
Jul 29 2007, 01:52 PM
QUOTE (Synner) |
Ranneko actually pointed out the most common point of confusion:
QUOTE | And you were to take out 1 essence of cyber so you have how much essence in the hole? Do you have: (2.5/2 + 3) + 1 essence hole = 5.25 E of stuff [And so by removing cyber I have somehow managed to lose essence] Or do you then have: (2.5/2 + 3) + 0.75E hole = 5E of stuff, despite having taken out 1E of cyber? |
This is compounded when later modifications are made to either subtotal due to implantation and/or to the final Essence total via drainage.
|
That's not a problem. You noted down the final Essence value.
Than you remove something. It stay's the same.
Then you install something. You recalculate and deduct from 6(minus drain).
You have to recalculate and deduct from 6 anyway as soo as the predominant factor changes.
The result is still higher than the noted Essence value? It stays the same.
QUOTE (Synner) |
I just proved your calculations in the Bob example were wrong (ie. his head doesn't pop). |
That's because it isn't really an Essence hole, but an Cyber hole... missed that, sorry.
QUOTE (Synner) |
Maybe you could provide another example where heads pop (in fact we found it quite hard to make the heads of starting characters and starting character + 100k nuyen pop). Problems do arise when investment in one subtotal rises over 5. |
In fact, with Augmention, they die once they exchange 4 Cyber for 4 Bio.
And 4 points of standard cyber is nearly nothing, given the essence costs for wired reflexes and muscles. If you want to play a Street Samurai, spending 4 point on cyberware will barely get you started... but 4 points of bioware are out of the question at chargen, because you can't pay that - so you bought that good stuff later.
With the rules of the BBB, that was no problem, and thus, done... and now, everyone who did that suddenly explodes.
Sorry, but that sucks. Better build an Adept with Type O quality.
QUOTE (Synner) |
Note that the banking aspect was noted and taken into account, it was considered to partially offset the loss of flexibility in changing from cyberintensive to biointensive augmentations (though in practice the nuyen costs restrict that shift in most characters anyway). |
Now it's nearly impossible. Thanks.
QUOTE (Synner) |
QUOTE | Somehow I got the feeling that the need for the implant book to subtely screw over cybered characters was carried over from SR3... |
I beg to disagree.
|
Disagree all you like, but Bioware ist the SotA stuff you can't really get at chargen - so your only option to ever play a Bio Samurai is to start low on implants... meaning you probably won't survive to get payed.
pbangarth
Jul 29 2007, 02:37 PM
It makes perfect sense that shifting technical modifications to the body would be difficult, time consuming and expensive. If you commit wholesale to one radical transformation over another, then you are committed.
The river of tears being cried because of this issue over magic versus mundane are crocodile tears. Try shifting from adept to magician a couple of years after you enter the shadows.
Synner
Jul 29 2007, 02:51 PM
QUOTE (Doctor Funkenstein @ Jul 29 2007, 01:46 PM) |
Out of all your posts, I still don't see how a generic Essence hole system was either more difficult or more prone to abuse than the current system. What are these complications you keep mentioning? How is it easier to maintain in the bookkeeping department? How is it in any way, shape, or form better when it requires more notes and is more prone to breaking? |
You are assuming the single Essence hole leads to less accounting, it doesn't. Typical issue raised by the single Essence hole system:
Jackknife Sue has 2.4 Essence losses in bioware and 3.2 Essence losses to cyberware. This means a 4.4 Essence loss total [(cyberware) 3.2 + (bioware) 1.2 (2.4/2)] and an Essence rating of 1.6.
She decides to remove some 1.2 Essence worth of cyberware, openning a "generic" Essence hole of 1.2. Neither her Essence loss total nor her Essence rating change. In fact, when removing the implant(s) she does nothing but jot down "generic" Essence hole of 1.2 next to her Essence total. [This is more or less the same whether you use the Augmentation version or the single Essence hole approach, differing only on where you place your Essence hole].
So far so good.
Next, Sue decides to implant a 1.6 piece of new bioware. She has the nuyen to pay for it so its just a matter of getting upgraded. She gets the implants installed and then recalculates the (dynamic) bioware and cyberware (sub)totals. [Again the same in both rules].
She adds up the new bioware essence loss (sub)total and gets 4.0. Then she adds up her updated cyber essence loss total and gets 2 (3.2-1.2). This is where the two rules differ. Again the same calculations are required in both rules but Augmentation factors in the Essence holes at this point.]
This is where people had problems or thought it got unnecessarily complicated.
She then moves on to calculate her new total Essence loss and gets 5.0 [(bioware) 4.0 + (cyberware) 1(2/2)]. At this point she subtracts 1.2 (for the "generic" Essence hole/credit) from that 5.0 to gets 3.8 (note this total is no longer directly derived from the subtotals which several people found counter intuitive). She must then compare 3.8 to her prior Essence loss of 4.4 (or if she hadn't kept track of that she would subtract 3.8 from 6 to compare Essence ratings 1.6 before vs. 2.2 newly calculated). Since 3.8 is lower than her previous total, her total Essence loss remains at 4.4 (and her Essence rating at 1.6). However, she must now subtract the difference between between 4.4 and 3.8 to give her updated Essence hole of 0.6. This is calculated differently under Augmentation since the Essence holes factor into the bioware and cyberware (sub)total calculation when adding the implantation costs and the Essence total is the final figure you deduct from your Essence.
As I said, SR4 is designed to be easily customizable. If you prefer Frank's single Essence hole system please feel free to use it.
Ranneko
Jul 29 2007, 02:54 PM
QUOTE (Doctor Funkenstein) |
Here's how the loophole works.
At character creation Jackknife Sue has 2.40 in bioware and 2.00 in cyberware. This is recorded as such:Bioware: 2.40. Cyberware: 2.00. Bioware is the highest rated value, so her cyberware value is cut and half and the two are added together giving her 3.40 in total implants. This is removed from her Essence, leaving her with an Essence of 2.60. Everything's kosher.
After her first run she decides she doesn't want to by a cyberfreak anymore, so she chooses to have everything removed on a whim. She now has the following recorded:Bioware: 0.00 with 2.40 hole. Cyberware: 0.00 with 2.00 hole. Nothing's changed Essence wise, so her Essence is still 2.60. Later, a big job comes up and she scores a crazy amount of nuyen and she has a change of heart. "Fuck this hippie shit," she says, "I want my chrome!" She goes under the knife and has her old Wired Reflexes 1 installed along with a deltagrade Cyberarm. This gives her 2.50 in cyberware. She also decides to have her old bioware reinstalled and gets a Adrenal Pump 2, Orthoskin 2, and Tailored Pheromones 2 installed. This gives her 2.40 in bioware. This is recorded as follows.Bioware: 2.40 (hole removed) Cyberware: 2.50 (hole removed) Since cyberware is now the leader, the impact her bioware has on her system is cut in half. The values are added together, giving her a total of 3.70 in implants. This is larger than before, so her Essence drops to 2.30.
End result: She just got a delta-grade cyberarm for only 0.30 Essence instead of 0.50. If the hole worked off of the total Essence reduction rather than being calculated individually, this phenomenon would never occur. And please don't nitpick the deltagrade aspect; I just used that as an easily calculated way of adding a 0.50 cyberarm 'cause I'm lazy. This can also be done with much smaller numbers, allowing for larger and larger amounts of "free" implants by the time you get to the low range of final Essence scores. |
Sorry, not seeing the issue here.
If she had not removed the stuff and had
2.4 Bio
and 2.0 cyber
(and thus 3.2 Essence used)
And then added 0.5 cyber
She would have ended up with 3.7 essence used because the numbers would have changed.
Either I am missing something from the original rules or the moving and readding the ware changes nothing at all from not removing anything and just adding new stuff.
Ol' Scratch
Jul 29 2007, 02:56 PM
You've made it far more complicated than it needs to be. All you have to do is add up all your cyberware implants and all your bioware implants, split the lowest value in half, add them together, and subtract from your base Essence score (6 in most cases). If the number is lower than your current Essence score, it just became your new Essence score. If it's higher, tada, you have an Essence hole.
Want to see if you can get another implant? Repeat the process and add the implants value to either the cyberware or bioware total as normal. Split the lowest of the two in half. Add together. Subtract total from 6. Still alive (Essence 0.01 or higher)? Then yep, you can get that implant.
No additional bookkeeping over what you already take care of. No need to even call it an Essence hole.
Rotbart van Dainig
Jul 29 2007, 02:57 PM
QUOTE (Synner @ Jul 29 2007, 04:51 PM) |
QUOTE (Doctor Funkenstein @ Jul 29 2007, 01:46 PM) | Out of all your posts, I still don't see how a generic Essence hole system was either more difficult or more prone to abuse than the current system. What are these complications you keep mentioning? How is it easier to maintain in the bookkeeping department? How is it in any way, shape, or form better when it requires more notes and is more prone to breaking? |
You are assuming the single Essence hole leads to less accounting, it doesn't.
|
Why? With the BBB, you needed three numbers:
Essence, Cyberware, Bioware.
With Augmention, you need five:
Essence, Cyberware, Bioware, Cyber-Hole, Bio-Hole
Now comes the fun part:
If Cyberware > Bioware ever goes to Cyberware < Bioware or vice versa - you have to start over from 6 (minus other losses) again - both in Augmention and the BBB.
Ol' Scratch
Jul 29 2007, 02:59 PM
QUOTE (Ranneko) |
Sorry, not seeing the issue here.
If she had not removed the stuff and had 2.4 Bio and 2.0 cyber
(and thus 3.2 Essence used)
And then added 0.5 cyber
She would have ended up with 3.7 essence used because the numbers would have changed.
Either I am missing something from the original rules or the moving and readding the ware changes nothing at all from not removing anything and just adding new stuff. |
The point is, she added a 0.50 implant and only lost 0.30 Essence from it (when it should have cost either 0.25 if cyberware were the lower total or 0.50 if it were the higher total; the latter being the case in this example). The middle step (removing all the ware) was just an attempt to make the point more clear, which it failed to do.
Ranneko
Jul 29 2007, 03:05 PM
No, that isn't the case.
Because that is not how the maths works.
It is not due to holes at all, it is due to the dynamic bio/cyber relationship that SR4 introduced in the core.
The reason why it is 0.3E difference to the final total is because when the cyber goes up to 2.5, the bio drops down to 1.2.
So in effect you are add 0.1 to the higher number and 0.2 to the lower number.
While yes, it may seem intuitive that you would be losing either 0.25E or 0.5E, that is not how the maths works around that swing point, this is not new, this is why it is most efficient to have those bio and cyber values close together.
This quirk isn't new and I'm not quite sure why it is suddenly a problem now, the only real problem the seperate numbers causes in my book is that it can inhibit a move from cyber to bio or vice versa.
Personally I feel that either system works, provided state in a single essence hole scenario that the hole is the difference between your new essence total due to stuff, and your essence loss (To prevent my mysterious suddenly I lose essence for removing stuff problem)
While I was initially surprised at the 2 hole method, it does make sense to me and I'm still failing to see this new loophole it causes. Is it just that has revealed to some people this older aspect of cyber and bio?
Synner
Jul 29 2007, 03:16 PM
If it helps, and judging by peoples' reactions it might, I will be pushing to include the generic Essence hole rule as a Tweaking the Rules option in errata - it should have been included but we ran out of space there.
Ol' Scratch
Jul 29 2007, 03:20 PM
People are concerned more by the excessive and completely unnecessary bookkeeping than the loophole that exists.
No clue where you're coming up with the "add 0.1 to the higher and 0.2 to the lower" bit or how it relates to a 0.50 implant, but it would only make sense if the only thing that altered was cyberware being the dominant value and bioware the lesser. Not having them shift and having a 0.50 implant slipped in for only 0.30 Essence simply because it shifted those values.
The main problem, again, is the very nature of the flip-flopping shifts. I still don't understand why it was changed so that cyberware or bioware had less impact on a person's Essence based solely upon which was more prevalent in the system, or why adding a tiny bit more of one would auto-magically cause that fact to swing the other way. Cyberware should have just stayed at the listed values, they should have cut all bioware values in half, and called it a day. Since, you know, organic > inorganic as far as magic is concerned (and that being the single largest reason Essence plays a role in a character's life). But... that's a whole different discussion.
Summary: Aspected Essence holes are unnecessary, overburdening, require excessive bookkeeping, and in no way prevent any problems from occuring over the KISS method.