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Need some GM opinions on monofilament whips

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The_Gun_Nut

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« Reply #15 on: <11-30-10/1517:22> »
That's silly.  That's like saying my (character's) Akido isn't a physical skill based upon a physical attribute.  Or that swinging a sword isn't a physical skill.  Or that CQB with pistols, SMG's, or assault rifles isn't a physical skill.  All of these could benefit from improved flexibility, and all these were included in previous editions.  I'm calling shenanigans.

EDIT:  BTW, I know several folks who replaced a hand or a few digits and installed a monowhip in said replacement.  One guy used it as a monofilament garrote (he was an infiltrator type, and was unpleasant to fight against).
There is no overkill.

Only "Open fire" and "I need to reload."

Mäx

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« Reply #16 on: <11-30-10/1526:30> »
Also my interpretation of enhanced articulations enhancement is that it adds +1 to physical skills linked to physical attributes. It doesn't say it adds to athletic skills, it says physical skills. So taken literally, I see it as +1 to anything that is under the "Physical Attributes" section in the book. I can understand why a GM would interpret it your way, though, so I guess I should run that by my GM before I make an attack roll.
As much i liked that to be true, Mediciman and Bradd are correct.
Physical skills are a specific list of skills, combat skills are their own set of skills.
"An it harm none, do what you will"

The_Gun_Nut

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« Reply #17 on: <11-30-10/1536:48> »
Shenanigans.
There is no overkill.

Only "Open fire" and "I need to reload."

Dead Monky

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« Reply #18 on: <11-30-10/1538:06> »
Maybe it's simply a balance issue to keep the mod from being too versatile/powerful.

FastJack

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« Reply #19 on: <11-30-10/1558:07> »
Exactly, Monky. It's not trying to tell you that those combat skills involve physicality, but it's a rule so that the mod effects only 15 skills instead of 34.

The_Gun_Nut

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« Reply #20 on: <11-30-10/1613:30> »
But it exists solely as a "game balance" issue and makes zero sense for what the mod actually is.  It's like SMG's in Half-Life:  SMG's do less damage per bullet than a pistol does while using the exact same ammunition.  It's game balance that's actually detrimental to gameplay.  Same here.

If we were going to be using the game balance card, then Emotitoys should be priced much, much higher than the software package which provides the same benefit.  But they aren't, because of some real world sense here: Emotitoys are hardware that can be broken or rendered obsolete and thus need replacing; the software can be copied and upgraded with little effort and thus costs more.

Honestly, enhanced articulation is such a good mod (even if one uses the ridiculous limitation) that it would make sense that anyone who can remotely afford it would buy it.  Hell, I'd buy the thing if it were real, and I wouldn't mind going into debt for it, as one of the side effects of the mod is to cure or prevent arthritis.  That by itself makes it a "must have" mod.  Along with synthacardium and pathogenic defense augmentations, a body will live much healthier for much longer.

I won't even talk about the brain enhancements, as they would be auto-include for anyone considered skilled labor or an executive.  (Seen the sleep-regulator enhancement?  Yeah, it's just that good.)
There is no overkill.

Only "Open fire" and "I need to reload."

Dead Monky

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« Reply #21 on: <11-30-10/1616:34> »
Who said it would make sense?  I say if you're going to allow it for combat skills, up the price tag.

The_Gun_Nut

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« Reply #22 on: <11-30-10/1621:58> »
It's the same price tag it's had since it was first released as an augmentation, when it granted all those bonuses anyway.  Why would the price go up after 20 years of incremental manufacturing improvements?

EDIT:  Just took a look at one of the previous editions.  It explicitly included combat skills in the 40,000 nuyen price tag.
« Last Edit: <11-30-10/1624:38> by The_Gun_Nut »
There is no overkill.

Only "Open fire" and "I need to reload."

FastJack

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« Reply #23 on: <11-30-10/1625:25> »
Who said it would make sense?  I say if you're going to allow it for combat skills, up the price tag.
Yep... If you're going to toss in all the Melee and Ranged Combat Skills with it, then I'd put it closer to 200,000¥ and 16R availability than 40,000¥/12.

It's the same price tag it's had since it was first released as an augmentation, when it granted all those bonuses anyway.  Why would the price go up after 20 years of incremental manufacturing improvements?

EDIT:  Just took a look at one of the previous editions.  It explicitly included combat skills in the 40,000 nuyen price tag.
I'll have to take a look when I get home to my other editions.

Bradd

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« Reply #24 on: <11-30-10/1625:43> »
Same reason skillwires went up? Balance adjustment, only in this case they trimmed the capabilities instead of raising the price.

Dead Monky

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« Reply #25 on: <11-30-10/1627:05> »
I don't know.  I was just trying to maintain some small bit of the game balance issue.  I suppose you could always argue that some critical component in the process has become rare due to Runner activity, economic turbulence, or some such crap.  But that's kind of hackneyed.  Eh, screw it.  Who cares?

FastJack

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Dead Monky

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« Reply #27 on: <11-30-10/1641:25> »
Indeed.  You know, someone should really make a monowire cat-o-nine-tails.

Nomad Zophiel

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« Reply #28 on: <11-30-10/1647:16> »
That's silly.  That's like saying my (character's) Akido isn't a physical skill based upon a physical attribute.  Or that swinging a sword isn't a physical skill.  Or that CQB with pistols, SMG's, or assault rifles isn't a physical skill.  All of these could benefit from improved flexibility, and all these were included in previous editions.  I'm calling shenanigans.

There's a difference between physical skills and Physical skills just like there's a difference between Chemistry (Knowledge, SR4) and Chemistry (Active, Arsenal).

FastJack

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« Reply #29 on: <11-30-10/1647:21> »
Indeed.  You know, someone should really make a monowire cat-o-nine-tails.
ACK! A glitch with those and you'd wind up like the Lieutenant guy in the first Resident Evil movie.