QUOTE (Mäx @ Mar 21 2011, 07:04 PM)
As the first part of my post implies, i would never(if i was GM:ng a game) allow some one to get a chemical gland that produces combat drugs, so constant dosing isn't any kind of problem.
As long as none of your players or NPCs decide to simply pull off a three-day cram binge without resorting to a Chemical Gland, that obviously fixes the issue.
I want the latter to be possible in my game, but i haven't gotten around to coming up with a redose mechanic that is both halfway plausible, halfway balanced and easy to implement.
The more i think about it, the better it seems to just rewrite the entire drug chapter.
QUOTE (Yerameyahu @ Mar 21 2011, 09:33 PM)
On the side point of 'constant dose': having seen and had this argument a few dozen times, let's just recap.
1. No, because it breaks the game. 2. No, because the rules say nothing about avoiding duration. 3. If it worked for the Chem Gland, it'd work for auto-injectors, slappers, and everything else. 4. No, because (as already mentioned above) if you're immune to the drawbacks, you're immune to the positive effects.
I completely agree.
On top of that, the whole constant-release option is nonsensical in the first place for any kind of fast-acting drug simply because a Chemical Gland doesn't produce enough doses per day to keep you on novacoke, K-10 or something like that 24/7.
Unless one assumes that constant-release chemical glands can magically produce a much, much larger amount of a specific compound than the other versions.
Then, there's the whole issue with tolerance that would prohibit this to work in the long run (the fact notwithstanding that SR4's approach to combine tolerance exclusively with addiction doesn't make much sense either).