QUOTE (Nerdynick @ Oct 21 2010, 01:46 PM)

Define a rule that's not numerical.
And no a randomizer isn't "good enough" to differentiate between the two. Unless Person A and Person B are bipolar or some such, they wont respond randomly. I know that whenever I drink coffee, there is no discernible effect on me. My girlfriend, on the other hand, wont even touch the stuff because she gets hyper and can't even begin to focus or try to go to sleep. We both have different responses to the same stimuli, but they are consistent every time we recieve that stimuli.
Fair point, and in fact it even happens for stronger drugs, like pot. However, in game terms there should be a baseline, and a variance. Everything else would be putting too much detail into a mechanism. And if you're fleshing out the system you might as well add resistance to a certain drug as a trait.
A non-numerical rule would be using other, usually gamey, mechanics to resolve things, such as executing combinations or series of rock-paper-scissor like encounters to resolve a certain situation.
Or it's a simple if-then rule: If a character is doing this and that, then something else non-numerical happens. However, it has to be at least something tangible. "Becomes hyperagitated" is all good and well, but you have to define what that means.
As it is now, we have:
Character A does an action (pop a drug).
Effect in game terms: Some numbers.
Fluff description, with only very few usable mechanical effects.
As an example how to improve things, the drug called Betel calls for an Addiction test even on first use, and you automatically gain a light addiction, which you can't avoid unless you have an adept power or something similar. That's a usable mechanic. Simply saying "it's highly addictive" is not, because basically that puts you at the mercy of your GM, which is something a roleplayer should never be.
@AppliedCheese:You make valid points concerning drug use, which is why I concur that frontline troops should get their combat effectiveness elsewhere. The point is simply that support troops will be simply so disadvantaged if everyone else has three IPs to their one, that they will just be slaughtered without an equalizer. Part of the equalizer is quick Tacnet access. If you're immediately patched into a Tacnet upon coming into hostile contact then tactical assistance can immediately be given. The second part might be to just hit the gas (for a supply convoy) or call for backup, but until that happens... I'm just not sure. What's better, dead now, or possibly dead in 6-8 hours when Jazz wears off? You might connect the injectors for these drugs to the central Tacnet, too, so that they can be remote applied by a tactical HQ only when they are really needed.
Also, a lot of crashing is just stun damage, which you can hold back by Stim until you reach a safer place.
Just look at the following situation(s):A convoy of supply trucks is moving from a storage depot to a military base. They have to cross some ugly territory full of gangs, rabble, and maybe even critters. It's a closed off highway with high concrete walls on either side, but nevertheless. Perhaps simultaneously there are some problems with illegal border crossings, most of the available CAS is out searching for smugglers in T-Birds, so air-support won't be available. The convoy is part drone trucks, maybe led by the 2070 equivalent of a Hummer with a HMG, but being short on people, the accompanying soldiers (2-4 in the Hummer and two truck drivers) are not really front-line troops. The highway security is maintained by a private security company, but they are even more understaffed than the military, because cutting costs is good, and there isn't any better overland route in that area.
The convoy is attacked by creating a barrier on the highway using heavy vehicles, and then swarming it from either sides.
Situation a) The attackers are gangers, like the 405ers. Assume a lot of cheap manpower, but also lots of weapons
Situation b) The attackers are organised syndicate goons, such as drug cartels. Fewer people, but slightly more professional, about 50% or more have cyberware
Situation c) The attackers are runners. 4-5 guys with a ton of IPs, excellent equipment, classic Hacker/Sam/Mage/Face group, or, for a job like this, more like two Sams, a Hacker and a Mage, while the Face that may be there mostly hangs back.
At the barrier, the soldiers would have to dismount to clear the barrier or turn around and run, which is difficult for the trucks.
How does this play out?
As of now, the available equalizers are:
- The tacnet
- Possible rigger takeover of the Hummer, or more likely, a pilot program that is better than the driver, and faster. There might even be LMGs on the trucks, in automated turrets. That's sort of cheap, now, and likely as not really effective, considering that by SR logic, those trucks are probably going to be armoured, too.
- Dismount a cheap wheeled combat drone, first
What else?
[ Spoiler ]
What I'm seeing here:
a) some bloodshed on either side, and then it depends a bit on luck
b) some more bloodshed, and more luck
c) runners attack, stuff blows up (most likely the hummer), or is hacked (most likely the rear-most truck). Military shoots back, runners go full defense, aren't harmed. Now the soldiers are out of IPs, and the runners basically walk up to the trucks, execute or disable the soldiers and walk away with the goods. Yeah, I'm not sure about the drones. It might take some more time.