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Previous Editions / Re: [SR5] Magic vs Cybernetics house rules available?
« Last post by MercilessMing on <09-12-23/0933:51> »If the awakened are already gods, there's not a ton you can do, but here are some things that help:
Transhumanism: 5th and 6th edition have this optional rule where mundanes can do something similar to initiation that gives them an additional 1.0 essence hole capacity for augments. Karma cost is on the same scale as magic initiation. This is probably a better plan than cutting Essence costs.
If you're playing 5th edition, you can make high Force spirits more difficult to summon by letting them roll Forcex2 to resist instead of Force.
Let players trade karma for nuyen at a rate of 1 karma for $2000 when buying gear and augments. That helps mundanes afford advancements quicker.
When vehicles and drones have their condition monitor filled, call them disabled and fixable instead of destroyed. That helps lower the upkeep cost of riggers.
Transhumanism: 5th and 6th edition have this optional rule where mundanes can do something similar to initiation that gives them an additional 1.0 essence hole capacity for augments. Karma cost is on the same scale as magic initiation. This is probably a better plan than cutting Essence costs.
If you're playing 5th edition, you can make high Force spirits more difficult to summon by letting them roll Forcex2 to resist instead of Force.
Let players trade karma for nuyen at a rate of 1 karma for $2000 when buying gear and augments. That helps mundanes afford advancements quicker.
When vehicles and drones have their condition monitor filled, call them disabled and fixable instead of destroyed. That helps lower the upkeep cost of riggers.