QUOTE (snowRaven @ Feb 12 2012, 03:16 PM)

If you remove Essence you have to either remove all 'capacity' stats for cyber replacements, or add 'capacity' to the natural body.
It doesn't make sense for the flesh to be able to take more augmentation than a cyberreplacement equivalent.
See, that's a actually good NEW point. Capacities need to be upped, or removed, with some sort of sensible limitations in place. Maybe slots are a way to go after all? also, the crummy additive availability rules must be killed, because it makes no sense that adding a cheap part suddenly ups the avail for the entire cyberlimb.
QUOTE (Irion @ Feb 12 2012, 08:33 PM)

@Tymeaus Jalynsfein
Well, if I am (chargen) not allowed to buy anything above alpha....
The point is, if you do not need to worry about essence you will buy different stuff.
Muscle replacement 2, wired reflexes 2 will put you at 5 points of essence... Get bone lancing and cyberarmor and you are already above the essence cap without even spending more than 100k.
True as soon as you go delta++, Essence starts to be a minor concern.
(But the time a mage reaches magic 12 ware is for him also just a minor concern...)
Those powerlevels are a bit beyond the scope of the rules.
If you got several millions in cash and a few thousand points of Karma...
The cheap wares can really go along way without essence concerns. I'm really thinking the availabilities are too high on the higher rating ware, though, considering that it's still so cheap.
Off the top of my head, I would want muscle replacement 3 at avail 12, and MBWIII at Avail 20.
To summarize my thoughts so far:
- Magic loss must stay. Which means the essence cost of items can stay in teh game as a magic-loss cost.
- A different capacity stat might be needed that focuses more on space and size than on an abstract holistic idea. That could be seamlessly extended to revised cyberlimbs
- Higher grades can then still make things smaller, OR make things actually better
Rant ahead:I still do have problems with the higher grade ware. For instance, I've NEVER personally seen it in a game that someone replaced a piece of ware with a higher grade piece. In fact, I've hardly ever see anything above alphaware, with the occasional betaware parts thrown in via GM-goodies
at chargen! In the game, I've never witnessed anyone ever buying an expensive piece of higher grade ware. Ok, a lot of this stems from sR3, where you average starting sam had 0.1 essence left. In fact, the advancement via buying expensive cyber might as well be a myth, to me: People by expensive weapons, expensive ammo, and generally spent more via cash-for karma to improve skills and the like. The trouble is this: to improve in a field of specialty requires a LOT of investment, and many many characters may not ever really want to invest that much to just get one die more. If a char started by spending 250k on ware, then to improve in a relevant field he might have to spend as much as double that amount in order to replace several parts with higher grade ware in order to fit in that one improved piece that gives him what? One more die. The only time I've ever seen a character with that much cash was directly before retirement. Now the karma track is somewhat different: Costs might increase, but not nearly that badly. Karma cost increase is on a scale, whereas ware improvement cost is hugely incremental, and not systematic in the least.
For instance, the classic speed-sam (in sR4), simply cannot go beyond his maximum dice. Even if he did not get max dice at chargen, getting there would cost him hugely. The 11 agility 6 skill +whatever bonuses are just the end of the line. And unless he invested in even getting to 11 at chargen he will still NEVER get there. At least, the most likely increase to get him higher is actually a karma cost again: Letting him buy aptitude.
Diversion aheadSo, to take above thoughts and make for a far simpler solution to the essence problem and the hard-caps mundanes face, how about this: Keep essence, but simply let mundanes initiate, too. Give them point of real essence each time they do. Make it just a bit cheaper than magical initiation. OR give it an added benefit: For each grade they may raise one skill over 6. They can assign to a skill each time they initiate, or always assign the same skill. For simplicities sake you might also just put the entire skillcap at 6+initiations, because raising those skills will be expensive enough.