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Rebalancing Augmentation costs

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Chance359

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« on: <08-05-13/1134:25> »
Simply put I feel that in converting to 5th ed, the base price (not including Alpha, Beta) were raised to far in proportion to how much starting cash was increased.  I'd like to put together a quick functional reference guide by section with specific items called out based on the setting. 

Headware:
[spoiler]
Commlink 0.2 [2] — 2,000₯ + Commlink Cost
Control Rig
Rating 1 15,000₯
Rating 2 97,000₯
Rating 3 100,000₯
Cortex Bomb
Kink 5,000₯
Microbomb  12,000₯
Area Bomb 20,000₯
Cyberdeck 2,000₯ + deck cost
Datajack  500₯
Data Lock (Rating 1–12)  Rating x 500₯
Olfactory Booster (1–6) Rating x 2,000₯
Simrig 2,000₯
Skilljack (Rating 1–6) Rating x 2,000₯
Taste Booster Rating x 1,500₯
Tooth Compartment 400₯
Ultrasound Sensor (Rating 1–6)  Rating x 6,000₯
Voice Modulator (Rating 1–6) Rating x 2,500₯
[/spoiler]
Eyeware:
[spoiler]
Cybereyes basic system
Rating 1 2,000₯
Rating 2 3,000₯
Rating 3 5,000₯
Rating 4 7,000₯
Flare compensation 750₯
Image link  750₯
Low-light vision 1,200₯
Ocular drone 4,500₯
Retinal duplication (Rating 1–6) Rating x 15,000₯
Smartlink 3,000₯
Thermographic vision 4 1,200₯
Vision enhancement Rating x 3,000₯
Vision magnification 1,500₯
[/spoiler]

Earware:
[spoiler]
Cyberears
Rating 1 1,500₯
Rating 2 2,300₯
Rating 3 3,750₯
Rating 4 5,500₯
Audio Enhancement (Rating 1-3) Rating x 3,000₯
Balance Augmenter 6,000₯
Damper 1,750₯
Select Sound Filter (Rating 1-6) Rating x 2,500₯
Sound Link 750₯
Spatial Recognizer 3,000₯
[/spoiler]
Bodyware:[spoiler]
Bone Lacing
-Plastic 8R 8,000₯
-Aluminum 12R 18,000₯
-Titanium 16R 30,000₯
Dermal Plating  Rating x 3,000₯
Fingertip Compartment 1,500₯
Grapple Gun  2,000₯
Internal Air Tank  Rating x 1,500₯
Muscle Replacement Rating x 13,000₯
Reaction Enhancers Rating x 13,000₯
Skillwires  Rating x 10,000₯
Smuggling Compartment 3,500₯
Wired Reflexes (Rating 1-3)
Rating 1  25,000₯
Rating 2  80,000₯
Rating 3  150,000₯ [/spoiler]
Cyberlimbs: same as core book, copied from 4th ed.
Cyberlimb enhancements:
[spoiler]
customization 2,500 per point
Enhancements
-Agility 5,000 per point
-Armor 2,000 per point
-Strength  4,000 per point [/spoiler]
Cyberlimb accessories: as per core book
Cyberlimb weapons:
[spoiler]
all as per core book except;
Shotgun 5,000
Grenade Launcher 10,000
ejection port 500
laser sight 500
silencer  as per core book [/spoiler]
Cybermelee weapons as per core book except
shockhand 2.500

Basic Bioware:
[spoiler]
Adrenaline pump (Rating 1–3) Rating x 55,000₯
Bone density augmentation  Raxing x 5,000₯
Cat’s eye  4,000₯
Enhanced articulation 24,000₯
Muscle augmentation (Rating 1–4)  Rating x 15,000₯
Muscle toner (Rating 1–4) Rating x 17,000₯
Orthoskin (Rating 1–4) Rating x 6,000₯
Pathogenic Defense (Rating 1–6) Rating x 4,500₯
Platelet factories 17,000₯
Skin pocket 7,500₯
Suprathyroid gland 90,000₯
Symbiotes (Rating 1–4)  Rating x 3,500₯
Synthacardium (Rating 1–3) Rating x 15,000₯
Tailored pheromones (Rating 1–3) Rating x 25,000₯
Toxin extractor (Rating 1–6) Rating x 4,800₯
Tracheal filter (Rating 1–6)  Rating x 4,500₯ [/spoiler]

Cultured Bioware
[spoiler]
Cerebral booster Rating x 15,500₯
Damage compensators Rating x 2,000₯
Mnemonic enhancer Rating x 9,000₯
Pain editor 48,000₯
Reflex recorder (Skill)  14,000₯
Sleep regulator  10,000₯
Synaptic booster Rating x 85,000₯[/spoiler]

thoughts?

Crunch

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« Reply #1 on: <08-05-13/1145:38> »
I think changing the aug costs in a vacuum will result in significant balance issues. The aug costs are part and parcel to the changes to direct magic damage, the changes to drones and the rest of the balance point adjustments.

emsquared

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« Reply #2 on: <08-05-13/1221:44> »
Yeah, Chance, there's a larger picture. The aug costs were done for balance reasons. Play a campaign through to 100 Karma at least, then see if there are cost problems.

All4BigGuns

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« Reply #3 on: <08-05-13/1241:43> »
No, the prices did go up by far too much, so they either need to come down some or the maximum character generation resources needs to go to where it was in SR3 (since that is the last time there were prices comparable to the ridiculous ones now).
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

Crunch

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« Reply #4 on: <08-05-13/1248:00> »
No, the prices did go up by far too much, so they either need to come down some or the maximum character generation resources needs to go to where it was in SR3 (since that is the last time there were prices comparable to the ridiculous ones now).

What happened to needing at least a year to look at "organic growth" before suggesting any changes outside your own table?

Or is that just for rules you like?

Mδx

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« Reply #5 on: <08-06-13/0417:02> »
Oh yeah, these seems miles better then the ones in the book.
"An it harm none, do what you will"

SoulGambit

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« Reply #6 on: <08-06-13/0539:10> »
I think its way too early for this... Are Street Samurai feeling outgunned by Adepts in your game? Like, what is the root problem at your table that is prompting this?

Mδx

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« Reply #7 on: <08-06-13/0653:03> »
Like, what is the root problem at your table that is prompting this?
Root problem is utterly senseless price hike most ware got, especially compared to the only a minor boost starting resources got.
You simply can't get much ware at all in chargen even with recources A and going all used.
"An it harm none, do what you will"

SoulGambit

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« Reply #8 on: <08-06-13/0726:09> »
How is that translating into performance? How are your Street Samurai and other 'Ware users comparing to the other players and the challenges?

All4BigGuns

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« Reply #9 on: <08-06-13/1254:57> »
No, the prices did go up by far too much, so they either need to come down some or the maximum character generation resources needs to go to where it was in SR3 (since that is the last time there were prices comparable to the ridiculous ones now).

What happened to needing at least a year to look at "organic growth" before suggesting any changes outside your own table?

Or is that just for rules you like?

Considering that a good chunk of the implants that actually have that much affect on a character's abilities went back up to the "why upgrade when by the time you can afford the upgrade you can buy a permanent High lifestyle and retire", there is a problem.
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

Michael Chandra

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« Reply #10 on: <08-06-13/1300:02> »
We should make High Lifestyle more expensive. But I myself want to settle for a Permanent High Lifestyle and a private airfleet of a few million.

Honestly, what we need is better advice for people who want higher-toy-level campaigns, where people become Street Legends level faster than in ten years time. The AABCC/AAABMundane thing doesn't cut it there. Maybe if it also came with a doubling of the Resources, triple karma and triple nuyen.
How am I not part of the forum?? O_O I am both active and angry!

Crunch

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« Reply #11 on: <08-06-13/1301:22> »
No, the prices did go up by far too much, so they either need to come down some or the maximum character generation resources needs to go to where it was in SR3 (since that is the last time there were prices comparable to the ridiculous ones now).

What happened to needing at least a year to look at "organic growth" before suggesting any changes outside your own table?

Or is that just for rules you like?

Considering that a good chunk of the implants that actually have that much affect on a character's abilities went back up to the "why upgrade when by the time you can afford the upgrade you can buy a permanent High lifestyle and retire", there is a problem.

Got it, so you're completely ignoring your own rule because it's inconvenient. This is becoming a pattern.

All4BigGuns

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« Reply #12 on: <08-06-13/1303:01> »
No, the prices did go up by far too much, so they either need to come down some or the maximum character generation resources needs to go to where it was in SR3 (since that is the last time there were prices comparable to the ridiculous ones now).

What happened to needing at least a year to look at "organic growth" before suggesting any changes outside your own table?

Or is that just for rules you like?

Considering that a good chunk of the implants that actually have that much affect on a character's abilities went back up to the "why upgrade when by the time you can afford the upgrade you can buy a permanent High lifestyle and retire", there is a problem.

Got it, so you're completely ignoring your own rule because it's inconvenient. This is becoming a pattern.

No, it plainly doesn't apply because if when reaching the point that you can afford the upgrade, you can get a permanent lifestyle and retire, there's no point in upgrading.
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

Michael Chandra

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« Reply #13 on: <08-06-13/1305:43> »
Oh, I got an idea! Take a Middle Lifestyle with a penalty on it, buy it permanent with Priority A, then retire after the first run.
How am I not part of the forum?? O_O I am both active and angry!

Crunch

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« Reply #14 on: <08-06-13/1309:49> »
Shouldn't you wait a year to see rather than theory crafting?

I mean proving things with math doesn't count right?