QUOTE (Ghremdal @ Apr 12 2010, 05:42 AM)

For the final time this is not a proposed houserule. It is about developing a idea about possible mechanics for bad sides of 'ware with the ASSUMPTION that such a approach is balanced with awakened and other characters. I know full well that introducing such a houserule without keeping rules for awakened characters the same would bring a serious disruption in gameplay balance. What I am asking is that you take this idea and explore it with the assumption that it is balanced with other character concepts.
The *fundamental* conceptual problem with giving cyber significant penalties is that you eliminate the purpose for cyber to begin with (augmenting you beyond human capability), unless you jack up the corresponding benefits. You have to make the bennies *so* good that they're worth dealing with a significant disadvantage, or else there's no point in including a disadvantage.
Even a -1 penalty could be as significant as what, 8 complete adventures worth of karma? Let's say you're earning 5 karma per adventure, an average, and you want to raise your stat from 4 to 5. That's 25 karma, which translates into saving up your XP for 5 adventures. Congrats, you've got a 5 now. However, because you can't afford Deltaware, that 25 karma, those 5 missions you just did, they count for f*ck all against someone who decided not to cyber or is wealthy enough to afford delta. As a player, I feel cheated. As a GM, I have to deal with players who complain that they're playing for 50 adventures just to stat themselves up to the point where they counteract the penalties their cyber gives them vs joe blow on the street (not even touching awakened characters).
Essentially, you're arguing that the old school permanent level drain from D&D is a great thing, and should be forced on all characters for relatively marginal improvements.
My problem here is that you're forcing these penalties onto players with no real corresponding benefits. If you wanted to go *down* from standard cyberware, into used, damaged, black market, rejects, "it fell off of a truck" 'ware, then I'm right with you. Allow a character to get wired 3 in exchange for some penalties his character takes. Hell, I'd even be willing to allow "standard" cyberware installations at reduced essence cost if you threw in more quirks, bugs, and penalties, so the guy who wanted wired 3 but couldn't afford the essence cost *could* take it, but have all kinds of problems.
However, make it optional. Always make things optional. The whole point of RPGs is to present options. Otherwise it's masturbatory theater.
Here's a challenge. Propose this to your players: "Hey, I tell you what. I'll let your character see in low light and in the dark if you permanently sacrifice 2 points of agility, unless you dig up deltaware. Oh, and when you up your agility, you'll always spend karma as if you had those 2 points." Because that is, essentially, what you're doing mechanically.
I'll lay money on what the players' answer will be time and again to that proposal. Even a -1 penalty in this game is significant now that target numbers have gone the way of the dodo.