Shadowrun

Shadowrun General => General Discussion => Topic started by: Wakshaani on <02-09-16/1407:14>

Title: Finding the true cost of things: An example.
Post by: Wakshaani on <02-09-16/1407:14>
Spinning this off from a different discussion, and to give you an eyeball of game design from someone who *isn't* on the rule team but who thinks about this stuff, I figured I'd go ahead and set a couple of things out for people to try and gauge for themselves. Here you'll get to see several opinions in action, and you'll find that some people are rather firm in their belief in solution A or solution B, while others are more flexible. If you're the one who makes the final call on these matters, or who puts people in the position to be the Final Word, you also approch things differently than someone with their own vision. The end goal, of course, is to try and make the best game you can, but defining that can be tricky.

So, the examples.

We have some legacy gear that needs o be prepped for 5th edition: Muscle Replacement (Cyber), Muscle Augmentation (Bio), and Muscle Toner (Bio) ... we want to keep them all in the game, keep the rules as close to what they used to be as possible in terms of benefits, but we have a new cost structure and balance in mind. The general theme of "Cyber is cheap but invasive, Bio is expensive but less invasive" should be kept, and certain things are known going in.

We know that Essence is 6.0 for everyone, regardless of race.
We know that Karma is valued at 2000Y each and vice-versa ... thus, 5 Karma and 10,000Y as rewards is equivilent.
We know that increasing a stat costs 5 Karma * the attribute target (IE, going to a 5 costs 5 * 5 = 25 Karma)
Muscle Augmentation has been +1 Strength
Muscle Toner has been  +1 Agility
Muscle Repacement has been +1 to both Strenth and Agility
All three of these have generally been created with a (Rating times price) format, rather than a more complex "Figure out the final bonus/what the final number raised to is nd adjust accordingly) system, similar to Wired Reflexes.

So, what sort of costs should be associated with these bits of 'ware, both in terms of Nuyen and Essence? Should there be a price change depending on if you're raising a Strength of 1 to a 3 vs raising a strength of 6 to an 8? Should race matter? At what point should Alpha/Beta/etc Cyber and Bio cross up, if ever, where the cost for one is the same as the cost for the other (For instance, if Beta Muscle Replacement 1 costs the same as standard Muslce Augmentation and Muscle Toner 1 combined, generating the same benefit), should the secondary cost (Essence) be the same as well or different? Should it even be possible to cross these with one another? Just how valuable is Essence, anyway?

So, here you go. You can see what was ultimately put in place in regards to those prices. Several people have disagreed with those values. Now, here's you making the case, and having some very simple augmentations to work with... do you want to put a replicatable mechanic in place (IE, +1 to an attribute should be worth X), do you put a different value on attributes (Agility is worth more than Strength, so should cost more), or do you just wing it and say "Blank sounds about right. Let's go with that."? Keep in mind, you're also dealing with a core rulebook and setting it up for new players, so simpler is generally better ... but not always the case. (The cost of this enhancement is the square root of number Z, divided by base attribute X, then reference height chart Y for a modifier...)

Try to stick with just Muscle Aug, Muscle Tone, and Muscle Replacement here. Put on your developer hat and have a go. Just be prepared to defend your work. :)

(And a quick editto fix a couple of typos. Including the thread title. Sheesh.)
Title: Re: Finding the true cost of things: An example.
Post by: All4BigGuns on <02-09-16/1416:42>
The problem with the pricing of the example implants (the most obvious problem prices) is that they were jumped up in price to 50% more than SR3 when in SR5 you get-at most-less than half the character generation resources.
Title: Re: Finding the true cost of things: An example.
Post by: Herr Brackhaus on <02-09-16/1419:03>
*grabs popcorn*

For what it's worth, Wakshaani, I appreciate what you're trying to do here, but ooooh boy, this could get interesting...

Oh, and I'm in the camp that don't think the increased ware prices are all that bad. *shrugs*
Title: Re: Finding the true cost of things: An example.
Post by: All4BigGuns on <02-09-16/1425:20>
Heck, do you want to know what I did with Predator with the million nuyen starting resources in SR3? I skimped on gear and implants and got a permanent Middle lifestyle and a couple years of Super Platinum Doc Wagon because it seemed fitting for her.
Title: Re: Finding the true cost of things: An example.
Post by: Wakshaani on <02-09-16/1426:25>
Oddly not a big factor. Your starting funds changed over several editions from having up to a million available to having 400K available, but your starting attribute points changed (Heck, whole new attributes were invented!), rules are different, and so on. You can blank slate older editions in the consideration for things across the board if you need, or you can try and hold to legacy prices while changing the economy.

Your choice, but choices gotta be made.

That's why we're sticking with a relatively easy one for now.

How much is raising an attribute (In this case Strength) worth, via the trhee methods provided here? Later complexities would feature cyberlimbs and short-term drugs, but, that's for another time. Right now, we're just focused on Muscle Aug, Muscle Tone, and Muscle Replacement.

If you want to invoke the cost from a previous edition, or use that cost in your discussion (Since it used to cost X when Y was your resources), you can, but remember that you have to finish the thought line. (Thus it stands that in an edition where you Get B instead of Y, then it should cost A, which is teh same as a ratio between Y and B.)
Title: Re: Finding the true cost of things: An example.
Post by: falar on <02-09-16/1437:34>
I love this. But there are some things that I would make a deeper change in. For instance, the fact that getting one point of Strength for a Troll costs a minimum of 30 karma, but for a Human, it costs 10 karma. I'm a big fan of static prices for increasing attributes where your base score doesn't figure into it. Adding 1 additional point of Strength beyond your minimum should cost the same no matter what your minimum is. That's pretty divisive, but I'll stick with it.

I'm having trouble restricting myself to just the cost of 'ware though. I keep wanting to balance other numbers with other beliefs of how advancement should go. I believe that, at the start of your career, you should be able to advance in some meaningful way just about every other run.
Title: Re: Finding the true cost of things: An example.
Post by: All4BigGuns on <02-09-16/1442:59>
Oddly not a big factor.

It should have been the single biggest contributing factor bar none.

No matter what edition you're using or how many editions removed you are from when it was first built, you should still be able to exactly replicate a character's capabilities unless you choose to change them.
Title: Re: Finding the true cost of things: An example.
Post by: Hobbes on <02-09-16/1500:39>
Don't forget Availability.  It's not really a cost, but it is a limiter.  It's very clear that the intention is for players to build a character and upgrade the augments down the road.  The fact that the RAW makes it unlikely to ever be able to go from Muscle Toner 2 to Muscle Toner 4 is a huge disconnect, IMO.  It's also why a lot of optimizers settle on Used Muscle (whatever) 3. 

The additional arbitrary restriction on grades is also head scratching.  Given the Availability mechanic the grades are self limiting, or a really obvious Positive (or Negative!) Quality.

The increased costs are no big deal, IMO, but the Availability mechanic causes a lot of your more interesting acrobatics by players.   
Title: Re: Finding the true cost of things: An example.
Post by: Wakshaani on <02-09-16/1503:16>
I love this. But there are some things that I would make a deeper change in. For instance, the fact that getting one point of Strength for a Troll costs a minimum of 30 karma, but for a Human, it costs 10 karma. I'm a big fan of static prices for increasing attributes where your base score doesn't figure into it. Adding 1 additional point of Strength beyond your minimum should cost the same no matter what your minimum is. That's pretty divisive, but I'll stick with it.

I'm having trouble restricting myself to just the cost of 'ware though. I keep wanting to balance other numbers with other beliefs of how advancement should go. I believe that, at the start of your career, you should be able to advance in some meaningful way just about every other run.

Trolls will be the next topic I cover here (The headaches trolls caused chargen are well-known outside the development table, but the exact details haven't been shared (and won't be!) ... you've already seen one factor that'll come up. Advancement may well be #3. I'm hoping to keep this thread running for a while, to chat about certain aspects of the process and to share some of it with the whole... after all, every single person writing the books started as a fan. Thinking about this stuff when you're a fan could, one day, turn you into one of the designers. It goes back to a management technique and that's a whole OTHER other discussion. I'm wandering. Back to cyber!

Quote
It should have been the single biggest contributing factor bar none.

No matter what edition you're using or how many editions removed you are from when it was first built, you should still be able to exactly replicate a character's capabilities unless you choose to change them.

This isn't a design factor... heck, 2nd edition came out, what, 2 years after first? And removed the Program Carrier, and the entire concept of running naked from the game in a way that's *never* come back. You can 'echo' a character, make one similar in many ways, but an exact duplication runs afoul of too many rules changes. (Try to move your character from 1st ed D&D to 2nd using the Skills and Powers book to 3rd ed to 4th. Now try to move them from 4th to 3rd to 1st. It ain't pretty.)

What we want to focus on, here, is the one simple question: What's a fair price for those three augmentations? You can pull your reasoning from all manner of location, including "It should cost exactly what it did in Edition X", but you need t put forth some numbers and some reasoning. Keep in mind, you're not being graded on it! Many people will agree, many won't agree, and that's fine as it doesn't matter in the grand scheme of things, but, you want some kind of process in place, right?
Title: Re: Finding the true cost of things: An example.
Post by: Beta on <02-09-16/1506:36>
NM -- off topic.
Title: Re: Finding the true cost of things: An example.
Post by: All4BigGuns on <02-09-16/1509:38>
Don't forget Availability.  It's not really a cost, but it is a limiter.  It's very clear that the intention is for players to build a character and upgrade the augments down the road.  The fact that the RAW makes it unlikely to ever be able to go from Muscle Toner 2 to Muscle Toner 4 is a huge disconnect, IMO.  It's also why a lot of optimizers settle on Used Muscle (whatever) 3. 

The additional arbitrary restriction on grades is also head scratching.  Given the Availability mechanic the grades are self limiting, or a really obvious Positive (or Negative!) Quality.

The increased costs are no big deal, IMO, but the Availability mechanic causes a lot of your more interesting acrobatics by players.   

While this is true, it just means that the reduced generation resources makes even less sense. You already couldn't get the highest rating or best grade (or both) in the implants, but to reduce resources just means that things that might seem cool but not absolutely essential get cut as 'non-options'. If we still had the opportunity to have a million nuyen, the prices wouldn't sting so bad.


I know that some people claim that things considered 'essential' should have a premium cost paying through the nose, but the fact is that the more expensive those boosts are, the less likely people are to take the 'cool stuff' especially when curtailed in available resources.
Title: Re: Finding the true cost of things: An example.
Post by: MijRai on <02-09-16/1557:16>
Here's my response to Wakshaani's points:
Should there be a price-change for the variables in starting Attributes?  I say no, mostly to keep the system smooth.  Thematically, I personally think that all 'ware has the ability to hit a peak past the metahuman's natural maximum.  That said, the 'ware has limiters 'plugged in' to keep you from ripping your own body apart or some other horrid event as caused by your too-powerful for the metahuman medium bits (the source of the Augmented Maximum).  Everyone gets the same kind of 'ware, it is just calibrated to your body; when you upgrade an Attribute, some of that Karma spent apparently went to getting a recalibration!

Should Race matter?  Given the rules have explicitly changed it to Lifestyle increases already, I would say no.  Again, mostly to keep things smooth.  If Race had to matter (which I do prefer for granularity, a troll shouldn't be able to buy a shirt for their 8.5 foot frame with allowances and reinforcement for their dermal armor as cheaply as a human), I'd just add a chart/table with overall Price Multipliers (1 for Elves/Humans, 1.25 for Dwarfs/Orks, 1.5 for Trolls, 2.0 for your metasapients).  Doubling gets a little expensive for your average troll, and the basic design is the same, it is just a change in some proportions and the amount of materials.  You're asking for it if you're playing a pixie (unless you only wear pastel colored children's clothes, with holes torn open for your wings) or centaur, and your Sasquatches are generally a foot and a half taller than your trolls.  Certain metavariants (Wakyambi and Giants right off the bat) would probably best be reallocated on the chart as well, if you're using them.

As far as the cost/value of Cyberware vs. Bioware in the same situations goes, I'd make it simple.  Make Bioware cost half the Essence for twice the price.
Looking at the current prices/costs...
A Muscle Replacement gives you 1 point of Attribute for 0.50 Essence and 12,500 nuyen.
A Muscle Augmentation gives you 1 point of Attribute for 0.20 Essence and 31,000 nuyen. 
A Muscle Toner gives you 1 point of Attribute for .020 Essence and 32,000 nuyen.
Keep in mind they all have the same Availability. 
Bringing up Muscle Toner and Augmentation to 0.25 Essence per point while cutting their prices down to 25,000 each would fit my concept, make them a little more affordable and keep it simple. 

To continue from this point, I'd make all Attributes have the same cost in Essence/Nuyen in their category of Cyberware or Bioware, all-in-all (for my idea, it'd be 0.50 and 12,500 or 0.25 and 25,000 respectively, with a base Rating x 5 Availability).  This does not factor in things like adding bonuses to other tests (such as the Initiative Dice from Wired Reflexes and Synaptic Boosters).  Sure, one can argue Agility is 'better,' but it is even and simple this way.  I mean, look at the difference in Toner and Augmentation anyways; 1,000 nuyen. 
Wowe.  Such difference.  Many expense.
This may not be sticking to the idea of only using those three basic 'wares, but the Cerebral Booster (which applies to Logic) costs 31,500 (x6 for the Availability, however).  A grand total of 1,000 Nuyen difference to upgrade three different Attributes, same Essence cost.  On the other side of the argument, Reaction Enhancers are merely 0.30 Essence for 13,000 Nuyen, which is 0.20 Essence cheaper than Replacement's Value while only being 500 Nuyen more expensive (Again, the same Availability as Replacement, Augmentation and Toner).  I mean, generally Reaction is one of those 'high-power' Attributes, and here it is cheaper than Strength and Agility, Essence-wise!  Applying my concept across the board makes things simpler, and if a table wants to create some 'ware to increase Intuition, or a cyber version of he Cerebral Booster, they'll have a balanced price on hand in seconds.  This would also affect the prices of your Wireds/Synaptics, etc. 

I'm not getting started on how I'd change Cyberlimbs right now. 

EDIT: I just checked out Orthoskin/Dermal Armor, and it turns out those follow my formula as well!  Not the same case for Bone Lacing/Bone Density, however.  In that case, the Bioware is both cheaper AND takes less Essence, at the cost of losing the extra 1-3 points of Armor (but also having a 4th level, unlike Lacing).
Title: Re: Finding the true cost of things: An example.
Post by: Herr Brackhaus on <02-09-16/1632:17>
Heck, I'll try my hand at this. I'll be looking at the cost of raising Strength AND Agility by 1 point through cyberware and bioware for the express purpose of comparing nuyen/Attribute point cost by reviewing previous editions.

First off, some disclaimers:
I personally think an attribute like Agility should be more expensive to increase than an attribute like Strength purely for mechanical reasons, as the former is used in far more tests. But, this is not reflected in any other part of the entire system (i.e. same karma cost to raise for everyone, same power point cost for adepts, etc). So, I will set aside my personal feelings and instead turn the other way by equalizing all the nuyen costs for attribute increasing ware, unless they have other, additional effects as well.

ETA: I'm with MijRai on this; if it costs X Karma to raise an attribute, I think it's needlessly complicated that raising Strength costs Y nuyen but raising Intuition costs Z nuyen.

Furthermore, raising one attribute with Karma on a normal, unaugmented human (all attributes at 3) costs 20 karma, equivalent to 40,000 nuyen. And this is where it gets tricky; how do you calculate karma equivalency of 'ware? Simple answer; you don't. At some point, it's going to be less expensive to get wared up vs spending the karma on it and that's just a fact we'll have to accept.

And finally; the discrepancy between metatypes. The karma cost of a Troll raising STR by 1 point from racial minimum is 30, while the karma cost for a human doing the same is 10. This is a significant difference that only gets exponentially worse the higher the attribute, but with ware being the great equalizer this phenomenon actually makes ware even more of an attractive option in these cases. Regardless, I'll choose to ignore this issue except to state that I think all metatype racial minimums should be treated as 1 for the purposes of raising starting attributes with attribute points, but that's not really relevant to this discussion.

Comparisons
SR5
Cyberware: Muscle Replacement costs 1 Essence and 25,000¥ per rating.
Bioware: Muscle Toner and Muscle Augmentation both cost 0.2 Essence per Rating, but the former is 31,000¥ per rating while the latter is 32,000¥ per rating

Cyberware costs 0.5 Essence and 12,500¥ per Attribute point, but can only be bought together. Bioware is 2.5 times more Essence effective at roughly 2.5 times more nuyen.

SR4
Cyberware: Muscle Replacement costs 1 Essence and 5,000¥ per rating.
Bioware: Muscle Toner and Muscle Augmentation both cost 0.2 Essence per Rating, but the former is 7,000¥ per rating while the latter is 8,000¥ per rating

Cyberware costs 0.5 Essence but only 2,500¥ per Attribute point, and can only be bought together. Bioware is 2.5 times more Essence friendly but at 3 times the price.

SR3
NOTE: Bioware in SR3 had a Bioware index cost instead of a straight Essence cost, and a character could have Essence + 3 points worth of Bioware making this comparison a little wonky,
Cyberware: Muscle Replacement costs 1 Essence and 20,000¥ per rating.
Bioware: Muscle Toner and Muscle Augmentation both cost 0.4 Bioware Index per Rating, but the former is 20,000¥ per rating while the latter is 25,000¥ per rating

Cyberware costs 0.5 Essence and 10,000¥ per Attribute point, and can only be bought together. Bioware has an entirely different effect on the body, with a Bioware Index cost of .8 per rating and at roughly 2.25 times the price of cyberware.

SR2 and 1
Not really a valid comparison, as bioware wasn't quite a thing if memory serves. For the purposes of this discussion, though, Muscle Replacement cost 20,000¥ per rating in both SR2 and SR1.

Conclusions:
All of these costs are relatively meaningless without some frame of reference of what a certain amount of nuyen meant for a starting character. So, let's look at what starting characters receive in terms of funds using the standard, unmodified character generation rules presented in each edition.
SR5: Up to 450,000¥
SR4: Up to 250,000¥
SR3: Up to 1,000,000¥
SR2: Up to 1,000,000¥
SR1: Up to 1,000,000¥, but used a somewhat different system entirely where you modified archetypes

Let's assume you put your highest priority in resources in all five system. Interestingly, throughout 1st to 4th Edition, the cost of raising Strength and Agility by 1 point with Cyberware represented only 2% of your maximum starting resources (20,000 out of 1,000,000 for 1st, 2nd, and 3rd, 5,000 out of 250,000 for 4th). In 5th Edition, however, this changes to more than 5.5% of total starting resources (25,000 out of 450,000), while the Essence cost across all five Editions remain unchanged.

If one wanted to argue that the four previous editions had the cost of cyberware at an adequate level, one could also argue that 5th Edition either gives you too little starting resources (25,000 would represent 2% of 1,250,000), or that prices of 'ware is too high (2% of 450,000 is 9,000¥). This could be resolved by changing the price of ware (extremely time consuming as you'd have to go through the entire list of ware and calculate old vs new prices) or simply use a higher starting resource pool (A=1,250,000¥, B=825,000¥, C=412,500¥, D=125,000¥, E=12,500¥, with reductions of roughly 33, 66, 90, and 99 percent, respectively).

It's worth pointing out that previous editions had much more severe reductions per point of priority in terms of starting resources; 1st Edition gave a Priority E resources a measly 100¥, 2nd Edition increased this to 500¥, 3rd further increased it to 5,000¥, and 4th used Point Buy which allowed you to choose your own starting resource level up to the maximum cap. In fact, given 5th Edition's tagline of "Everything has a price", it's interesting to note that picking Resources E in 1st, 2nd, and 3rd edition represented a FAR worse off character in terms of money.

It's hard to argue what's "fair" here, given that different tables will have different power levels, but objectively speaking I find it hard to ignore that the math conclusively proves this specific piece of cyberware (Muscle Replacements) significantly increased in cost relative to starting funds in 5th Edition.

So what would I do, personally? Well, nothing. I don't mind the cost of ware as it is, really. But if I wanted to make magical characters more balanced with ware'd ones, I'd probably shift the starting funds as opposed to reworking the entire cost system of the ware rules. This would have the unintended side effect of simultaneously making magicians more powerful, as they could suddenly afford more foci, reagents, and other paraphernalia they might want or need, but it's a valid approach as I see it if you want to give non-Awakened characters a straight up boost.

That being said, I can't even begin to think what kind of crazy 5th Edition characters 1.25 MILLION nuyen might result in, so I'll leave that to those who actually care enough to build one ;)

Final thoughts
This is obviously a somewhat weighted analysis as we're only comparing a single piece of cyberware. Whit that being said, I also reviewed a few other pieces of ware that have been in the game since 1st Edition (Datajack, Dermal Plating, and Wired Reflexes), and found some interesting results.

WareSR5SR4SR3/SR2/SR1
Datajack1,000¥500¥1,000¥
Dermal Plating3,000¥/6,000¥/9,000¥ +++5,000¥/10,000¥/15,000¥6,000¥/15,000¥/45,000¥
Wired Reflexes39,000¥/149,000¥/217,000¥11,000¥/32,000¥/100,000¥55,000¥/165,000¥/500,000¥

Compared to previous editions the simple Datajack has a much higher entrance cost (0.1% of maximum starting resources in SR1, 2, and 3 vs ~0.2% in SR4 and 5). If I was to speculate, I'd say this is likely due to the wireless bonus it has gained.

Dermal Armor has actually gotten far cheaper (6-15k per point in SR1, 2, and 3 vs 3k flat per point in SR4 and 5, with 5 allowing up to 6 points vs the 3 allowed by SR4), likely due to the difference in armor values between editions.

Wired Reflexes is probably the biggest variable; in the first three editions of the game this piece of ware cost anywhere from 5.5% to 50% of a characters maximum starting resources. In 4th Edition, it cost anywhere from 4.4% to 40% of maximum, and in 5th it was up to anywhere from 8.67% to 48.2% of maximum.

All of this put together tells me that the pricing of ware isn't a simple formula of "x+y%" between editions, and I think it'd be way too much work to redo the entire system. I find it would be far easier to just adjust starting resource pools if you think gear dependent characters need a boost. My personal recommendation would be to take the ratios from 3rd edition and apply them to 5th; A is 100% of maximum, B is 40% of maximum, C is 9% of maximum, D is 2% of maximum, and E is .5% of maximum. Make A 750,000¥ on a whim, and you've got a decent base.
Title: Re: Finding the true cost of things: An example.
Post by: All4BigGuns on <02-09-16/1906:04>
In fact, given 5th Edition's tagline of "Everything has a price", it's interesting to note that picking Resources E in 1st, 2nd, and 3rd edition represented a FAR worse off character in terms of money.

Actually, in SR3, the Priority E for Resources was only 1,000 less than SR5, but there wasn't any of this drek of having to broadcast a SIN in certain areas (wireless was pretty rare thing back then even IRL) so unless you were always going around trying to make nice with high society as a SINless slob, the fake ID wasn't as important. The Unarmed Troll Adept could just buy an Armored Jacket and call it good.

These days, however, you really need a Rating 4 Fake SIN to really do much outside the Barrens, so that's a 10,000 tax before the associated licenses (which for just one identically rated Fake License is 1,600) on just about every character. So Resources Priority E hurts a LOT more in SR5 than SR3.

That being said, I can't even begin to think what kind of crazy 5th Edition characters 1.25 MILLION nuyen might result in, so I'll leave that to those who actually care enough to build one ;)

I know what I'd do. I'd probably make a character that had that permanent Middle lifestyle with a month of Super Platinum Doc Wagon again. Probably have a pretty nice car on the character (best I could get within the Availability).
Title: Re: Finding the true cost of things: An example.
Post by: Herr Brackhaus on <02-09-16/1918:27>
In fact, given 5th Edition's tagline of "Everything has a price", it's interesting to note that picking Resources E in 1st, 2nd, and 3rd edition represented a FAR worse off character in terms of money.

Actually, in SR3, the Priority E for Resources was only 1,000 less than SR5, but there wasn't any of this drek of having to broadcast a SIN in certain areas (wireless was pretty rare thing back then even IRL) so unless you were always going around trying to make nice with high society as a SINless slob, the fake ID wasn't as important. The Unarmed Troll Adept could just buy an Armored Jacket and call it good.

These days, however, you really need a Rating 4 Fake SIN to really do much outside the Barrens, so that's a 10,000 tax before the associated licenses (which for just one identically rated Fake License is 1,600) on just about every character. So Resources Priority E hurts a LOT more in SR5 than SR3.
I was more comparing the difference between maximum and minimum resources with that statement. I.e. a character in 1st through 3 with Priority A in resources had a cool mill to work with, while Resources E meant you had pocket change. My 3rd Edition book lists priority E for resources as 5,000¥, 2nd Edition is 500¥, and 1st Edition is 100¥. All three editions capped out at 1,000,000¥ for Priority A.

Comparatively, it'd be like a 5th Edition character with Resources E being given 45¥ (1st Edition) or 2250¥ (3rd Edition).
Title: Re: Finding the true cost of things: An example.
Post by: All4BigGuns on <02-09-16/1925:17>
In fact, given 5th Edition's tagline of "Everything has a price", it's interesting to note that picking Resources E in 1st, 2nd, and 3rd edition represented a FAR worse off character in terms of money.

Actually, in SR3, the Priority E for Resources was only 1,000 less than SR5, but there wasn't any of this drek of having to broadcast a SIN in certain areas (wireless was pretty rare thing back then even IRL) so unless you were always going around trying to make nice with high society as a SINless slob, the fake ID wasn't as important. The Unarmed Troll Adept could just buy an Armored Jacket and call it good.

These days, however, you really need a Rating 4 Fake SIN to really do much outside the Barrens, so that's a 10,000 tax before the associated licenses (which for just one identically rated Fake License is 1,600) on just about every character. So Resources Priority E hurts a LOT more in SR5 than SR3.
I was more comparing the difference between maximum and minimum resources with that statement. I.e. a character in 1st through 3 with Priority A in resources had a cool mill to work with, while Resources E meant you had pocket change. My 3rd Edition book lists priority E for resources as 5,000¥, 2nd Edition is 500¥, and 1st Edition is 100¥. All three editions capped out at 1,000,000¥ for Priority A.

Comparatively, it'd be like a 5th Edition character with Resources E being given 45¥ (1st Edition) or 2250¥ (3rd Edition).

I was going by raw number comparison just because that's fair since it's the higher levels (that most characters that get implants are going to be using) that saw massive reductions).

Getting 5,000 still hurt less in SR3 than getting 6,000 does in SR5. In SR5, if you're Resources is at E, you're guaranteed to have to have less in the way of the starting karma for customizing other aspects just to get that necessary SIN and its Licenses, not to mention lifestyle since you'll need all or at least most of the base amount just to have the other stuff you need. Whereas in SR3, if you were a Mage, Shaman or Adept you really didn't need more than that 5,000.
Title: Re: Finding the true cost of things: An example.
Post by: Glyph on <02-09-16/2151:19>
Personally, I don't think augmentations should be at all fair.  They should give a disproportionately cheap boost to the recipient's abilities, just like adept powers do.  One of the themes of the game is transhumanism, with the notion that augmentations and magic can turn an average person into a badass, and a badass into a superhuman.  Muscle augmentation/toner/replacement costs should not be determined by the "fair" cost to get a boost to an attribute.

So how should their costs be determined?  By comparing them to what an adept can do, by comparing them to the opportunity cost of other augmentations such as cyberlimbs, and by taking a broader look at what kind of overall loadout you can get with a given Priority of resources (A and B especially).  Overall, I think SR5 has been hit or miss in this regard.

I like the addition of used 'ware as an additional grade, the increased viability of reaction enhancers compared to wired reflexes or synaptic boosters, and the rules for cyberlimbs.

I don't like how all of the dice pool boosters are much more expensive, and I think that for an option with much higher Essence costs, cyberware is too expensive.  Wired reflexes: 2 costs 3 Essence and 149,000 Nuyen.  Synaptic booster: 2 costs 1 Essence and 190,000 Nuyen.  So for 41,000 Nuyen, you can save 2 points of Essence - that's huge!  Dermal plating versus orthoskin is closer to how it should be, in that the cyberware version is double the Essence, and half the cost.  Unfortunately, the costs are so low that the bioware version is still a no-brainer.  Getting orthoskin: 3 instead of dermal plating: 3 means spending 9,000 Nuyen more to save 0.75 Essence.
Title: Re: Finding the true cost of things: An example.
Post by: Herr Brackhaus on <02-09-16/2219:41>
I like the addition of used 'ware as an additional grade, the increased viability of reaction enhancers compared to wired reflexes or synaptic boosters, and the rules for cyberlimbs.
Wait, really? Core book only, with Chrome Flesh, or with Chrome Flesh German Edition (aka Errata)? Because the rules for cyberlimbs are generally exceptionally poorly regarded on these boards, at least in my experience.

The German edition helped by allowing limbs to affect limits if all four limbs have been replaced, and qualities like Redliner and Cyber Singularity Seeker certainly made full limb replacements much more attractive. And there's no doubt that the single cyberarm decker is a great, if somewhat cheesy, way to gain some decent combat ability for a pistol wielding less-than-frontline combatant.
Title: Re: Finding the true cost of things: An example.
Post by: Wakshaani on <02-09-16/2342:50>
Sorry I had to dash off earlier ... I wound up being late for work due to yammering away on here! D'oh!

Tomorrow, I'll go in and drop some more datapoints, but, some *very* good info bipping around in here already. Good work!
Title: Re: Finding the true cost of things: An example.
Post by: Critias on <02-10-16/0416:51>
No matter what edition you're using or how many editions removed you are from when it was first built, you should still be able to exactly replicate a character's capabilities unless you choose to change them.
That's...a really weird "rule" to claim, and I think you'll find there are a great many more RPGs and edition changes where that is an untrue statement, than where that is a true one.
Title: Re: Finding the true cost of things: An example.
Post by: Sterling on <02-10-16/1002:45>
I like the addition of used 'ware as an additional grade, the increased viability of reaction enhancers compared to wired reflexes or synaptic boosters, and the rules for cyberlimbs.
Wait, really? Core book only, with Chrome Flesh, or with Chrome Flesh German Edition (aka Errata)? Because the rules for cyberlimbs are generally exceptionally poorly regarded on these boards, at least in my experience.

The German edition helped by allowing limbs to affect limits if all four limbs have been replaced, and qualities like Redliner and Cyber Singularity Seeker certainly made full limb replacements much more attractive. And there's no doubt that the single cyberarm decker is a great, if somewhat cheesy, way to gain some decent combat ability for a pistol wielding less-than-frontline combatant.

I don't know about the other forum members but I am sick and tired of reading about how the German edition has done this, or corrected that.  This is the Catalyst Games board for Shadowrun, not the Pegasus board.

I have absolutely zero interest in the Pegasus German Language version of the rulebooks.

Perhaps a separate thread for the Pegasus books can be introduced? 
Title: Re: Finding the true cost of things: An example.
Post by: Sterling on <02-10-16/1011:49>
Now, to address Wakshaani's actual thread:

I am against the idea of flat increases to stats where different races have such disparate starting points.  I would like to see money costs reflect the value the stat is being increased to, but for Essence costs to remain the same across the races.

As for balancing Bioware against Cyberware, I can appreciate the game balance approach of making them in some way equivalent, but I prefer to go with the idea of "everything has a cost".  You want to reduce Essence Loss then pay through the nose for Bioware.  I'd like an approach of Bioware costing 4 times the nuyen for half the Essence cost.

This is probably because I'm a grumpy old man who feels that Shadowrun is where man meets magic and machine, not chemistry.
Title: Re: Finding the true cost of things: An example.
Post by: Wakshaani on <02-10-16/1207:10>
Right! So, some detailed bits.

The simplest mechanic for this particular bit of boosting would be to simply take teh Karma cost of raising an attribute from the primary chart, convert it to nuyen, and call it a day. Thus, raising a Strength from 1 to 2, which costs 10 Karma, would cost 20,000 Nuyen, while raising a 4 to a 5, normally 25 Karma, would cost 50,000 Nuyen.

This leaves out the secondary cost of Essence, of course, and leaves out the assorted minor penalties that come with cyber (social stuff, harder to sneak past sensors, and so on) ... so, you need some kind of cost break as a trade-off. But how much? How much is that loss of Essence worth, and furthermore, when you have something like Muscle Replacement that bumps *two* attributes at once, how do you determine the cost of that? SHould you split them into two separate bits of Cyber like you have for the Bioware versions? How does this hold up against legacy cyber?

So, a tricky question.

You also start to eyeball the concept of "What is teh cost of Essence loss?" ... in 1st edition, if you hit 0.0, you died. Beyond that, if you weren't magical, there was no difference between the Street Sam with 0.1 Essence, the Decker with 5.0, and the normal dude with 6.0 ... there were roleplaying hooks about emotional detatchment and cyber-psychosis, but mechanical apects for that didn't come around for a while. If you wanted to really crank it up, you could require every reduction in Essence to be offset with negative qualities ... mental, but also social or physical (Like immune system issues) , really showcase the inhuman aspects of cybernetics. Here we get to another bit of design theory ... woudl you keep the value flat, such as 10 Karma for each point of Essence lost, or would you use a sliding scale? You could reverse the main Karma chart, so that losing 1 Essence was worth 5 Karma, 2 was 15, 3 was 30, and so on, creating a very definitive side-effect for Essence loss.

If you went that route, you could ultimately make cybernetics *free*, since the cost was being paid in another way (required flaws!) ... but you also would have to look at the tradeoffs. If Muscle Replacement 2 was free in terms of cash, required you to take 15 points of flaws, but gave you let's say Agility form 4 to 6 (55 Karma) and Strength from 6 to 8 (75 Karma), then you'd be looking at a net gain of 105 Karma ... that's a no-brainer for most people.

So, we don't go there.

We also have to take into account Bioware... if we decide that, combined, Muslce Augmentation and Muscle Toner 1 should be 0.5 Essence, vs 1.0 for Muscle Replacement, but cost twice as much, then we have to look at things like Alpha quality ... if it doubles the price of cyber but does NOT give half off in Essence, then Bioware is flat-out better. If Bioware reaches levels of low-Essence cost that cyber can't (Even Delta grade doesn't get Muscle Replacement to the level of Aug + Tone) then Bio needs to cost more than a Delta-level of Replacement or, again, there's no real reason for the cyber. This is further complicated by the ultimate cap of "How much Karma would getting the same benefit cost?" ... if it's 40 Karma to buy +1 to each naturally, but 60 Karma (120,000 Nuyen) to buy it, and that comes with more negatives, then you've eliminated the need for the cyber entirely!

Lastly, there's an encouragement factor. (You'll see this later with Trolls) ... do you want Replacement to be priced at a level that eeryone will take Agility and STrength of 1, then boost it with bio/cyber due to how cheap it is, or do you want to encourage only those who already focus on those attributes to be investing in it while making it cheaper for low attributes to Karma it? (This is more of a lasso for powergaming, but it covers design as a whole... remember, one of the design goals is to make choice more difficult. Anything that's an obvious no-brainer is bad.)

So, let's say that you want to encourage focus. You further want to establish a 'break even' point, a place where cyber's shortcut starts to really look appealing. Since we're dealing with a core book, we also decide on simplicity... instead of using the Karma chart, we'll just use the traditional (Rating * Nuyen) rate for the cost, instead of an ever-increasing cost based on teh sliding scale.

Sitting down and testing some numbers, you can put that cutoff about anywhere, but for this discussion, we're going to use the move from 4 to 5, where you go from 'Well-trained human' to "Really dang impressive" ... this is where the "shortcut" of cyber belongs in the snapshot of this thread. Lower than that, you get better results the old fashioned way, while those who truly focus on, say, Strength, are already paying an execptional cost, so saving them a little more for concept is a nice lil' backpat. Since we know Bioware will be more expensive but cost more Nuyen, we use it for a base, then work the cost for Cyber for there.

So, moving from an attribute of 4 to 5 costs 25 Karma, or 50,000 Nuyen. Bioware is minimally invasive, and we decide on .25 Essence as a good starting point, and note that Bio is vastly more difficult to detect than cyber, so it doesn't need a big discount. We go with 10% off for now, making it cost 40K per Rating.

For Muscle Replacement, we know that we'llhave Alpha and Beta around, even if we don't know the cost multiplier yet. If it doubles the cost, and we set +1 Strength to 20K, we can see that it won't be low enough ... Cyber will have roughly twice the Essence cost, and if Alpha doubles the price but doesn't half teh Essence, it's no good. What if we quarter the price, to 10K? 10K is a mere 5 Karma, so you get a substantial boost at a discount, but the Essence cost is a bear. We see no need to change it from the traditional 0.5 level, which means Musle Replacement (1) will set you back 20,000 Nuyen and 1.0 Essence, vs the 80,000 Nuyen and 0.5 Essence of Bioware. This gives you some wiggle room for what you expect Alpha to be (double the cost, 80% of teh Essence) and Beta (Four times the cost, 70% of teh Essence) with the latter starting to give way to Bioware.

In the real world, Grade costs came way down. Teh final cost of Muscle Replacement and Augmentation/Toner isn't what I'm showing above, so, clearly there were more factors.

But, you start to see teh mechanical design and you get a starting point to go further with. You can make Bioware more appealing by lowering the Essence cost some, from 0.25 to 0.2, for instance. You can give CYberare a bit more of a price reduction, since it comes 'bundled' in a +1 AND +1 format, rather than just letting you buy "the good bonus" of Agility without Strength. You can fiddle with Aug/Toner prices to make it easier to get the less-valuable resource (Strength) and more expensive to get the 'good' one (Agility) ... Maybe you go with 40,000 for Toner, but only 30,000 for Augmentation. Maybe you make Strength more valuable as an attribute, to keep some better game balance, or make Agility somewhat worse for the same effect.

If you adjust the cut-off point up, from 4-5 to 5-6, you make Cyber more rare. If you move it down from 4-5 to 3-4, you make it more common. You can lower the cyber price more to make it even more appealing, or make the cost break for bio smaller to make it a harder choice... lots of fine-tuning can follow, once you settle on a basic philosophy and a core price point.

If we start with the idea that +1 Attribute is worth 25 Karma/50,000 Nuyen all by itself, just how much of a price break do you want to get for Bioware or CYberware? That's where the factors get interesting. That's also where you'll start to see a lot of arguements. :)

So, now it goes back to y'all ... how big of a reduction starts to feel fair, with this in mind? Would you have explored an alterante method (For example, the negative quality kickback based on Essence lost formula) instead, or would that be too big of a change and a simple Essence mechanic retained be superior? What sort of cost and benefit would you want to associate with STandard, Used, Alpha, Beta, and Deltaware? Would you need the 'Cap at Alpha' requirement, or would cost, and availability, modifiers be enough to keep things balanced?

It's a complicated dance, and we're still ultimately focused on just three Augmentations ... there are just all those echos to watch out for that are bouncing around from each decision.
Title: Re: Finding the true cost of things: An example.
Post by: Malevolence on <02-11-16/0711:16>
Ooh! They've opened the door to community input for SR6!


I kid, I kid.


But my main input here is that the stat bonuses from augmentation are Augment (with a capital A) bonuses and thus are limited to the +4 augmented max, and so on, so they are fundamentally less valuable than a base stat boost. Since most (all?) other means of Augment bonuses are straight value x rating, there is no reason to consider making these any different. Cyberlimbs are an entirely different animal, but are not the topic here, so I'm fine with ignoring them for now.


Point being, basing them strongly on a karma cost tied to the normal progression is likely to lead to unnecessary mental gymnastics. Quite frankly, the best option for stating these out is to look at the other methods of obtaining Augment bonuses - the most similar being Adept powers. Of course, since we're discussing creating a value curve from scratch, we can't assume that the Adept costs had been implemented yet, so they might have been unavailable to use as a basis, and even if they were, they would have had to have been considered previously, so at some point the costs of an Augmented stat boost had to be decided.


Now, having a 1 karma = 2000¥ exchange rate is handy for creating an equivalency between things like Adept powers and Tech based augments. It allows a universal cost basis by which to measure these things, and karma makes a great basis as it is the tool for advancement. So, we can ignore nuyen cost and focus on a karma cost, then break that karma cost out into other things like nuyen and Essence and Power Points and so on. So, we have to start with a karma cost for Essence. Essence is similar to any other attribute except that instead of starting at "1" (I also agree with others that racial attributes should be a permanent bonus applied on top of the base 1-6 progression, so that the cost to raise an attribute X points from the racial minimum is always the same) and going to 6, it starts at 6 and goes to 0. Additionally, once lost, you can't just buy it back with karma like you can an attribute. So it's more precious, but it also has no other purpose than to act as a limiter on techno augments (or getting drained by the Essence Drain power). There's a hit to Social Limit, but there are so many ways to raise that limit with gear and drugs and so on, that it is hardly a limit. And really, that limit is rarely useful to anyone but Faces and Charisma based traditions (where it becomes your astral limit) that even if limited it is likely to have little effect. Making loss of Essence incur NQs is an interesting idea, but really tech struggles so much to be competitive with magic as it is that this would be debilitatingly unbalanced.


Quite frankly, I would have made Essence a stat just like the others except that starts (and caps) at 6, and can be bought up with karma when it falls below that. This means that there is effectively no upper bound to the amount of cyber you can get, but you have no such limit with magical boosts, so I don't see the problem. Mages could exploit it, sure, but they can anyway. They'd still lose magic from Essence loss just like currently, so taking a point of cyber/bio would require them to buy back the 6th point of Ess AND the lost 6th point of Mag. Magicians would want their Ess maxed, so they would always be paying for the most expensive point of Essence to keep it topped off, where as a Sam could drop to 1 and just keep buying the 2nd point of Essence for 10 karma whenever he gets new cyber added. Not sure how this would work with fractional values of Essence, so this is very much a half baked idea.


But, I've strayed off topic.


So, getting back to the karma cost of a stat boost, lets look at what the devs decided on. We have four different options, largely, from cheapest to most expensive:
Gear: Drugs usually provide boosts to multiple stats for under 2k¥ (1 karma) per dose, but the tradeoff is that it is very temporary
Quickening: 1.5 karma per point (5 for the spell, 1 for the quickening which can provide all 4 allowed points of bonus; not allowed at chargen so only provided for reference)
Mystic Adept: 5 karma per point (at chargen - much more after, but we're going to focus on chargen for now)
Augmentation: 10s of karma per point. Usually 12.5k¥+ as well as a hit to Essence which we don't have a karma cost for, but I'd rate it in the ballpark of other attributes, so at least 5 karma per point, but most often much more


Let's eliminate drugs/spells and Quickening since they are either temporary or not available at chargen. That leaves the costs chosen by the designers at anywhere from 5 to 21 or so karma (20% to 50% of the 30 karma for the drop from Ess 6 to Ess 5 and the 6+ karma equivalence of the 12.5k¥+ the cyber costs). There are some more esoteric ways of getting these bonuses, including becoming Infected, but these are not available in the Core book, so again, we'll ignore them.


Cyber has a number of downsides in addition to Essence loss - it is hackable and easily detectible, which might cause problems. Bioware is probably has the least downsides, since Adept powers are also easy to spot with Assensing. Adept powers have no hit to essence like bio and cyber, so Bio and Adept powers are probably reasonably balanced in tradeoffs, depending on how the world in general feels about magical or technological augmentation. If most places don't care, then the Essence hit to Bio is a negative that Adept powers don't have, and I think that most places are fine with boosted attributes so long as you have the appropriate license. So Cyber and bio have their karma cost split between Essence loss and nuyen cost, where Adpet powers are a straight karma cost. Downside wise, only cyber has any significant downside besides cost. As it stands, because Essence is limited and cyber/bioware has no upgrade path (you have to rip them out for a fraction of their value and then pay full boat including dealing with Availability for the replacement where adept powers including focuses can be upgraded for the cost difference), Adept powers should be more expensive karma wise since the cost of ware should be reduced to account for the negatives.


Now, being fond of round numbers, I'm rather happy with a cost of 10 karma flat per bonus attribute point, so if I were there at that meeting, that's what I would have tossed out. That's just a starting number - we could do some playtesting and adjust it up or down as needed, but it is a pretty good starting point. Considering the above, your Adept powers would be the karmic baseline at 10 or so, and the ware would cost some smaller amount to account for the lesser desirability. Further, the karma cost of cyber would be reduced from the karma cost of bio for the same reason. So, lets say after playtesting we decide that 12 karma is good for attribute boosts via Adept powers, we could set the cost of one attribute point for bioware at 11 points and cyber at 10.


Now, how to split the cost between nuyen and Essence for Bio and Cyber? The general consensus seems fine - roughly half the Essence cost for bioware over equivalent grade cyber. Then the remainder goes into nuyen cost. Since each has a different karma cost, it takes a little more math to determine cost, but if we start with 50/50 for the cyber, we have 5 karma lost to Essence based on the most expensive step - 6 to 5, or 5/30 of a point of Ess. That's 1/6, or .16666. We'll adjust to make a more even value, so we'll bump it up to .2 Ess, or 1/5 of a point of Ess (cyber is supposed to be more Ess costly, so we round up). That means that the Ess cost is now 6, meaning that the nuyen cost would be ¥2000x4=¥8,000.


Shooting for half the Ess cost for bioware means that we are splitting the karma up 25/75. 25% of 11 karma is 2.75, which we'll round to nearest, for 3 karma. That's 1/10 of a point of Essence, so .1 Ess cost, and the remaining 8 karma goes into nuyen cost, for ¥16,000.


So, we end up with:
Muscle Replacement: .4 Ess and ¥16,000 for Standard grade
Muscle Toner/Augmentation: .1 Ess and ¥16,000 for Standard grade


I'd set the value of each attribute roughly equivalent for this since even though some are obviously more valuable, they each can be valuable for the right character. Call it economics - everybody wants Agility, so even though it gets the markup, the creation cost is lower due to volume, and vice versa - less demand for Strength means that the per unit cost is higher, but the margin is lower. For flavor, the designers can adjust the nuyen cost up or down by up to 1000¥, so Muscle Toner could cost 17k¥ whole Muscle Aug is 15k¥ without really significantly changing the dynamics (it's half a karma).


For the differences between grades, I'd say that if we keep the limitation of only allowing up to Alpha grade at chargen, then the crossover where cyber and bioware meet should happen at Beta or Delta, and I personally prefer Delta, which oddly enough is where the devs seem to have set the point where Ess cost is halved, tying cyber and bio in my scenario.


ETA: I started at 10 karma, but I could easily see playtesting deciding that the values should be closer to 15, 16, and 17 for cyber, bio, adept respectively. That gives us:
Muscle Replacement: .5 Ess and ¥30,000 for Standard gradeMuscle Toner/Augmentation: .15 Ess and ¥23,000 for Standard grade


There is also the option of making the split 75/25 for Cyber and 25/75 for Bio, which would put things closer Essence wise to what the Muscle Replacement costs in the book.
Title: Re: Finding the true cost of things: An example.
Post by: SmilinIrish on <02-11-16/0930:56>
A simple way to boost Mundane (normally cybered) characters is to change some aspect of Magic Priority E.  Give Magic Priority E characters bonus starting cash.  I don't see a need to give a fluff reason for it, its just for game balance.  Give them a bonus equal to Money priority C.  This provides a way to boost cybered characters, and there is no way for Awakened characters to abuse it. 
Title: Re: Finding the true cost of things: An example.
Post by: celondon on <02-11-16/1133:58>
Using the parameters laid out, I don't see a way to make Muscle Replacement balanced vs. Toner/Augmentation. As Wakshaani points out, there are a lot of variables that go into it that aren't listed in the parameters that are necessary to balance them out. The best approximation I can make is setting the Cost Multiple for Cyberware to 0.15, the Essence multiple for same to 2.0, while using Cost 2.0 and Essence 0.5 for Bioware. If we then use 50,000 nuyen per rank and 0.4 Essence per rank as a basis (the nuyen is calculated  by taking the average of the sum of 2000*Karma cost to raise the attribute) it gets use the following results:

Toner & Augmentation are both 100000 nuyen and 0.2 essence per rank
Muscle Replacement is 30000 nuyen and .08 essence per rank

And, while that is a reasonable mathematical outcome, the resources available a starting character means that they are too expensive in terms of nuyen, though pretty close in terms of essence. Since they are straight up stat enhancements, they are already deeply discounted, since it is unlikely a character using them only had a 1 strength to begin with, so reducing costs further really eats into the 2000 nuyen = 1 Karma paradigm, nearly game breakingly so.

Of course, that's not a new observation -- the immense popularity of Agility enhancement attests to the fact that if you are a physical based character at all, these augmentations are the single best optimization you can make for your character. The return on investment is huge, compared to other options.
Title: Re: Finding the true cost of things: An example.
Post by: Grizzly on <02-12-16/2027:33>
Interesting challenge - thank you!

While Wakshaani gave us a few fixed points to work with in his original posts, I think there are a few more that bear examination:

Attributes appear to be linear in scale: an increase in Strength only increases carrying capacity by 10kg per point, regardless of what your strength was before the increase. An increase in Agility increases your walking rate by an additional 2m.

There are going to be limitations: we know that there will be a limit system (even if we don't know the full details), and that there will probably be a hard cap on attribute increases.

Extra dice are awesome - up to a point: adding a single die to a pool can significantly reduce the chances of rolling a glitch or critical glitch.  That said, once dice pools get above a certain size, the 'safety' effect of adding an extra die is so small that if that's all you're adding it for it's not really worth it.  Also, Limits can cap you even if you have moar dice! to roll, so again past a point adding an extra die is not worth it unless you can also raise your Limit.

That said...

Essence is an important resource and tool - as it helps to manage the power creep available within a game (at least for the mundanes). You only have 6 points and you always need a value greater than 0.  As a designer, I want to determine how many attributes a character is able to have at the max augmentation at character creation - as I and other designers will need to keep this in mind for creating runs and opponents.  We have a legacy piece of cyberware that increases two attributes, so with a mind to having 3 attributes at max augmentation for a starting character (and bearing in mind that higher grades exist to reduce essence cost even if we don't know what the adjustment rates are yet, and that we haven't determined availability yet) then I would place the basic Muscle Replacement essence value right where it is a 1 point per ranking.

The next decision from my point of view is actually to examine where the tech curve is...how does cyberware compare against bioware in terms of capability, cost and availability. Muscle Replacement was available back in 1st Ed (2050's and probably earlier). After an additional 25 years of R&D the Deltware version is probably maxed out in terms of product development on the core properties of increasing Strength and Agility. This should tend to push the essence cost down significantly, which is what the Core Book gives with a 50% essence cost reduction for a 2.5 price increase.  Now if we say that basic bioware is still "cheaper, though more expensive" then Muscle Toner and Augmentation are at about the right spot at 0.2 per point and costing 32k and 31k respectively per rank.

Nuyen-wise, I don't have all the older books to examine and compare starting resources, etc...plus, we're not just looking at character creation but a whole game of possible upgrades (and my math-Fu is weak right now due to a migraine and hacking chest infection). Overall, I'm not unhappy with the base prices listed in the Core Book...except that I have no reason to ever take Muscle Replacement past Alphaware at Rating 2, which costs 1.6 essence. If I need more Strength and Agility, it would be far better to find Standard Muscle Toner and Augmentation at Rating 4 than increase my cyberware rating, even if I had access to Delta-tech.

Delta-tech MR at rating 4: 250,000 Nuyen and 2 Essence
Standard MT and MA both at rating 4: 252,000 and 1.6 Essence

In addition to the essence savings, there is a hidden cost to the Delta MR - it's availability 28, compared to the MT and MA availability 20. Therefore the Deltaware will need extra time and money to find, completely negating the trivial 2000 Nuyen savings, and still have a higher essence cost.  Why would I bother? Why would anyone bother? Even within the game world, why would a Mega continue to fund a super-high-tech lab to create and install Deltaware MR, when they can support a much cheaper lab to produce standard MT and MA for the same material benefit and still have more room for Cortex Bombs??

This leads me to a conundrum - should MR be a lot cheaper so that it is worth the extra effort of finding it at the higher grades, even though that will increase its use in starting characters (which may not be such a good thing).  Should MT and MA have a higher availability rating? It would have to be rating 7 to be an equivalent to Deltaware MR which would mean a starting character can only get one rank of it unless it's used. Or is there another option?

One thing about companies and the products they make, they do tend to follow a pattern. Back when MR was a new thing I'm sure the Mega's were scrambling to find new ways to make it better, faster, strong (and more profitable)...but now the tech is mature and no matter the rank you want there are a dozen brands available to choose from.  The only way to justify higher prices and keep those shiny Deltaware clinics open is to add useful features to the core product that differentiate it from the main competitor (Bioware).

Why do we have a limit on the number of ranks for MR? Yes, yes, because we want to keep the math in check, but also because from a fluff reason the superior muscles are using a flesh and bone frame to exert its power on, meaning that there is only so much force that can be applied without breaking the body of the person using the gear.  But wait...we have another legacy piece of cyberware to consider after the pizza break: Bone Lacing.

Bone Lacing "improves the integrity and tensile strength" of your bones, which means not only that you can take a hit better than the other guy, but that your body can exert more force than normal if only it had the muscles to do it with...

My solution to keep the cost of MR where it is while still keeping it desirable (for some builds) at the Deltaware level? Allow two cybernetic systems to do what no bio-implant can, talk to each other and work together though a Wireless bonus:

If a character has both Bone Lacing and Muscle Replacement (at the same grade) and enable Wireless on both systems, then the two pieces of Cyberware work together for added benefits based on the type of Bone Lacing (the following is just a rough idea and will almost certainly need tweaking):
Plastic gives +1 Physical Limit and increases Carrying Capacity to Strength x11
Aluminium gives +1 Physical Limit and 1 bonus die to your dice pool when using either Strength or Agility (yes, including weapon skills and melee damage) and increases Carrying Capacity to Strength x13
Titanium gives +2 Physical Limit, +2 bonus dice and Carrying Capacity is Strength x15

Bone Lacing is also kind of pricey, Essence-wise, which would encourage seeking higher grades of both Bone Lacing (and then of course, Muscle Replacement) in order to keep the above benefits.

Anyways, that's my Nuyen.
Title: Re: Finding the true cost of things: An example.
Post by: Glyph on <02-12-16/2139:31>
I think one big assumption being made is that the cheaper/more invasive 'ware and the upscale version have to be "balanced" with each other.  They need to be balanced in the sense that they should not be blatantly superior (or inferior) to every other option out there, but cyberware and bioware, I have always seen as more of an apples and oranges kind of thing.  So I don't have a problem with muscle replacement being cheaper than augmentation or toner, much less both of them; or used augmentation and toner having the same Essence cost as deltaware muscle replacement.

The way things stand now (or at least, the overall impression I get) - muscle replacement is what you give a Resources: C troll, muscle toner is what you give a Resources: C adept, and the augmented characters who have Resources A or B will almost always opt for augmentation/toner over replacement.
Title: Re: Finding the true cost of things: An example.
Post by: Wakshaani on <02-13-16/0010:45>
Teh dice emchanic is an interesting ... as noted, tehre are some linear aspects (like lifting and movement), but a flat rate was decided against due to one big aspect:

More dice allow you to do things that are literally impossible with fewer. It's increasingly uncommon, true, but when you roll three dice, you simply *cannot* score four hits; with three dice, you can, if rarely(1 in 81, for those playing at home) and scoring three will be more common. So, that fourth die is more valuable than the third, the fifth more valuable than the forth, and so on.

This is why there's the ever-increasing cost.

On... Sunday?  Probably SUnday, I'll break out some TrollTalk.
Title: Re: Finding the true cost of things: An example.
Post by: RiggerBob on <02-13-16/0952:24>
my main input here is that the stat bonuses from augmentation are Augment (with a capital A) bonuses and thus are limited to the +4 augmented max, and so on, so they are fundamentally less valuable than a base stat boost.

Wait...

If i raise an attribute from 1 to 1(2) through aufmentations instead of boosting the base stat with karma, i can still raise the base rating for it's lower karma cost later.
Raising an attribute of 6 (racial cap) to 6 (7) is not even possible without augmentation.

Claiming augmentation bonuses to be less valuable than base stat boosts because of an internal +4 cap when they can break the racial limit AND reduce the effective karma cost of raising the attribute further just feels completely wrong.  :o
Title: Re: Finding the true cost of things: An example.
Post by: MijRai on <02-13-16/1238:54>
But Glyph, you can't really call it Apples to Oranges when they do the exact same thing, such as Muscle Replacement compared to Muscle Toner/Augmentation.  Or whenever another cyber/bio option has the exact same choices. At that point, they do need to be balanced with each other, otherwise people will always choose the one, making the other obsolete.   
Title: Re: Finding the true cost of things: An example.
Post by: All4BigGuns on <02-13-16/1328:33>
But Glyph, you can't really call it Apples to Oranges when they do the exact same thing, such as Muscle Replacement compared to Muscle Toner/Augmentation.  Or whenever another cyber/bio option has the exact same choices. At that point, they do need to be balanced with each other, otherwise people will always choose the one, making the other obsolete.

Incorrect. The cyber will always be an option at a lower Resource level than the bio. It has always been cheaper in cash than the bio by a large margin.

The problem with this obsession with 'balance' is that it gets taken too far to an extreme where just about every cost gets boosted out of proportion or things end up 'nerfed' because someone throws a fit about supposedly "overpowered" or someone gets upset when they see what could be subjectively described as 'abuse'.

'Balance' can be important, but its pursuit just needs to be toned down, as there is no way to achieve it to perfection and still have a dynamic and interesting system.
Title: Re: Finding the true cost of things: An example.
Post by: Glyph on <02-13-16/1415:59>
But Glyph, you can't really call it Apples to Oranges when they do the exact same thing, such as Muscle Replacement compared to Muscle Toner/Augmentation.  Or whenever another cyber/bio option has the exact same choices. At that point, they do need to be balanced with each other, otherwise people will always choose the one, making the other obsolete.

Pistols do the same thing, too, but there are cheap pistols versus better but more expensive pistols.  If I am making a troll and have used my A and B Priorities on metatype and attributes, then at resources: C, getting used muscle replacement: 3 and used reaction enhancers: 3 will be a pretty tempting cheap boost.  But at A or B resources, muscle replacement will be much more rarely seen.  So people do tend to choose one over the other, depending on whether cheaper, or better, fits their build.  They would be unbalanced if muscle augmentation/toner was cheaper than muscle replacement as well as more Essence friendly.
Title: Re: Finding the true cost of things: An example.
Post by: All4BigGuns on <02-13-16/1546:29>
They would be unbalanced if muscle augmentation/toner was cheaper than muscle replacement as well as more Essence friendly.

If both combined were cheaper at the same rating as replacement, then yes, but either one on its own really should be cheaper since either augmentation or toner only affects one attribute where replacement affects two.

Really, a fair pricing at current Essence costs given current amount of maximum Resources in generation (that information should ALWAYS be taken into account) would be:

12,000 per rating for Replacement (basically 6,000 per attribute increased)
8,500 per rating for Toner
8,000 per rating for Augmentation
Yes, the two bios would be cheaper in total price (which is where they should be cheaper), but on a per attribute basis, they end up being more expensive (this is where being more expensive for the reduced Essence should come into play).
Title: Re: Finding the true cost of things: An example.
Post by: Glyph on <02-13-16/1822:10>
Those sound like fairer prices (some things went up too much in cost in SR5), although it runs into the same problem as dermal plating vs. orthoskin.  Namely, they are both so cheap that the price discrepancy matters a lot less, while the Essence gap is still as big.  So who wouldn't pony up the 4,500 per rating, to save 0.60 Essence per rating?

But that brings up the counterpart to Wakshaani's question.  Given that they work in very different ways, should bioware and cyberware have parity everywhere, or should there be areas where one or the other is blatantly superior?  Maybe muscle replacement should be the province of cheap thugs, like it was in SR4.
Title: Re: Finding the true cost of things: An example.
Post by: All4BigGuns on <02-13-16/1917:42>
That is simple. The replacement is best for lower resources characters.
Title: Re: Finding the true cost of things: An example.
Post by: Shadowjack on <02-13-16/1953:25>
I would just like to throw two thoughts into this discussion.

1. I initially found the increased ware prices pretty brutal but I grew to like them, after all, this is very sophisticated technology.

2. The increased cost on ware for trolls is just devastating, troll samurais are not as fun to build as they used to be because their ware just costs way too much. This is a problem because troll racial stats are heavily weighted towards physical combat, yet they can't afford the things they need. It just feels too limiting.

*Note* These opinions are coming from a person that does not care about archetype balance.
Title: Re: Finding the true cost of things: An example.
Post by: Pap Renvela on <02-13-16/2012:56>
I would just like to throw two thoughts into this discussion.

1. I initially found the increased ware prices pretty brutal but I grew to like them, after all, this is very sophisticated technology.

2. The increased cost on ware for trolls is just devastating, troll samurais are not as fun to build as they used to be because their ware just costs way too much. This is a problem because troll racial stats are heavily weighted towards physical combat, yet they can't afford the things they need. It just feels too limiting.

*Note* These opinions are coming from a person that does not care about archetype balance.

Troll ware doesn't cost any more than anyone else,

Troll's pay 100% more for lifestyle.
Everything else is the same except the guy who wrote the rigger book decided to add a cost for trolls to be comfortable driving.
Why? Because.
Title: Re: Finding the true cost of things: An example.
Post by: Angelone on <02-14-16/2246:58>
I believe that the three pieces of ware mentioned in the OP are fairly well balanced against each other. However(comma) I do not think that they are balanced against magic. I won't go into that here as I feel Wak will be doing a series of these and hope that topic will be one of them.

One semi off topic thing I want to throw my two rounds in on is that the raising of prices while lowering the available resources  makes both options less attractive than they were in previous editions. It makes it look like mundanes got a nerf vs magic users even though the opposite was needed.
Title: Re: Finding the true cost of things: An example.
Post by: All4BigGuns on <02-14-16/2302:54>
One semi off topic thing I want to throw my two rounds in on is that the raising of prices while lowering the available resources  makes both options less attractive than they were in previous editions.

They said that they didn't even include the lower resources in the decision to raise the prices. Makes absolutely no sense not to, but...
Title: Re: Finding the true cost of things: An example.
Post by: Wakshaani on <02-14-16/2350:29>
Teh goal is to make the edition internally consistant with itself first, rather than be backwards-compliant. Where possible we do both, but where it can't be done, this generation wins over a previous one. Once a proper cost is found here, it doesn't really matter what the cost used to be.

That said, I know it can be jarring, and I know that some much lower costs were floated for some things, including cyber.

But we'll take a small break on that one to shift to talking about Trolls, since it's related.

Trolls are a pain in the butt.

Balancing most races isn't *that* hard (There're a few oddities, like racism vs Orcs, that are alwys sticking points, but that's relatively minor) ... but Trolls have such HUGE stat adjustmenst that they deform everything that they come into contact with. As many of you noticed, there's a problem with Trolls getting a high strength ... namely, after you start play, the Karma cost for boosting your Strength is enooooormous, same with Body. Trying to set up some kind of system where you'd remove the boosts of your attribute, then figure the cost, then re-increase it, was a bit of a headache... I mean, it's easy to see it, but hard to put that together and it's odd as a mechanic.

With a Troll, you have a further bit of attribute fun in that, for a while there, they didn't just get bonuses, but they had some penalties as well. If your Logic is lowered by 1, to a minimum of 1, then you have an odd cost situation based on what your attribute WAS, with a  1 Logic being a  bit of a 'freebie' while a higher Logic stat is penalized.

There's also a related issue in that, for quite a while, the reason people took Trolls was to take them at the bare min on Body and Strength, then boost the other attributes (especially menatl) to make a Mage who could suck up a bullet. As it was cheaper to do this than to directly buy a Body and Strength a point lower than what you got from being a Teensy Troll, it became a default way of doing things.

So, from teh design side, you have to make a few calls.

First, do you want to change Troll modifiers. If those modifiers are what's deforming the system, then they could be gotten rid of ... but, if you make them smaller, it clashes with tradition hard and, when possible, we like to retain things. Furthermore, if you lowered the Troll's bonuses, they'd be pretty hard to make distinctive from an Ork, so, we'll punt on that for now.

The next one is to determine when racial modifiers are put in place... before buying an attribute or after? At one point in time, it was before, on the grounds that you'd choose your race before picking attributes, so you'd have a 'floor' in place from which to buy things. As you can imagine, this quickly erased the ability to make a Troll that was big and strong. The Tiny Trolls still existed and were still a marvelous investment, but, that ties into the next issue:

What style of play do you want to encourage.

The archetype of a Troll is big, strong, and kind of dumb. If you want to encourage that, then you need them to get bonuses to Strength and penalities to Logic. If you want to encourage playing against type, then you give the modifiers BEFORE buying attributes, which saves the character a bajillion points for going Tiny but penalizes big and strong.

There are several approaches that you can take here. For instance, what happens if you give Trolls an ability that says all increaes in Strength or Body are at half cost? Or, failing that, some kind of bulk discount? What if you 'frontload' the cost of being a Troll and make the racial modifiers kick in *after* you buy attributes, to keep them competiive?

You also have to decide if Troll is, in and of itself, an archetype. Back in the day, since it was Priority A, being a Troll defined your character. Did you want to retain that, or do you want to make Troll not much different than being a redhead, from teh CAS, or left handed?

There are other issues of course... should there be a mechanic in place for racism against Trolls, or should it be a role-playing element at tables? If the latter, can you factor it into the cost of being a Troll? If you do, and that effect isn't used, is it bad that they get a 'freebie'? If you don't factor it in, but some tables really lay in to that aspect, is it fair? How do you want to approach Trolls being half again human size in terms of buying things? Shoudl all gear cost more? Just food? Should there be some kind of 'Big guy in a tiny car' penalty? Just how technical do you want to get?

Trying to shoehorn a Troll into Karmagen is very, very difficult, and trying to figure out how much they should cost is just one part of it.

While I can, and will, go into a few mechanical examples and show how some of this COULD be done, I want to open the floor up to y'all for a day or two first to see how you'd handle it. Do you nerf the Troll's bonuses? Do you do race mod before or after picking your attributes? How much should being a Troll cost?  Should there be a reward for playing to type? Should there be a reward for playing *against* type? Should there be a penalty in place for either form? Just how many Trolls do you want to see at an average table? Should Trolls just be removed as a PC race and moved back to the 'expanded' book (Run Faster was the eventual name) and possibly replaced by something else?

This was one of the more frustrating things that we had to deal with, believe it or not. They just don't fit well into the character design matrix and deform it by their very presence. But, by golly, we wanted them to be reflected.
Title: Re: Finding the true cost of things: An example.
Post by: MijRai on <02-15-16/0114:12>
Okay, to start on your points again...

Does one nerf the Troll?  No, as the drawbacks should be great enough to counteract the positives.  Girth, racism, lowered Maximums, Lifestyle increases; all of these can hammer your character in various ways.  I was recently in a Pathfinder game with a Large character in a normal-sized dungeon.  It sucked, HARD.  Trying to maneuver or get line of sight was almost pointless.  Dealing with doorways and tiny, little chairs should be a pain in the ass.  Sure, some tables/GMs won't play it up and the Trolls there may seem overpowered, and other tables/GMs will over-emphasize the problems Trolls have and make them seem like liabilities.  It's a risk in any group.

Honestly, I think spending Attribute points before choosing Race would be good for ALL options.  Just have a rule in place where any Attribute point lopped off by a drop in your racial maximums can be reallocated (or an immediate expenditure of Karma for Exceptional Attribute to keep it where it is).  It gives a good 'this is what your character has focused on' before factoring in their natural talents.  It also shows what you are neglecting before the racial bonuses come into play, thus keeping you from looking like the average when you're not. 

I think being a Troll in Priority System should be a bit cheaper.  I'd go for Trolls being available at C with 0 Special Attribute points, B with 3, A with 5 (not that some people would take Troll at C because of the lack of Edge).  I'd also make it easier to be Dwarfs and Orks, giving them options at D.  Getting the metas out there as options means more people might take them, which means more variety, which makes things more interesting.  Hell, Orks are supposed to be close to 30% of the world's population, last time I checked Run Faster; they should be easier to grab in Priority at that point, even if you don't get Special Attribute points at the lower levels. 

There should be no mechanical reward written for playing 'to type' besides the stat bonuses being a Troll gives you.  That's why you're playing a Troll.

Likewise, there shouldn't be a mechanical reward for playing 'against type,' besides the stat bonuses being a Troll gives you.  That's why you're playing a Troll.

There also shouldn't be penalties for playing to or against type, besides what being a Troll already gives you.  That's why you're playing a Troll (or at least something you accepted when you chose a Troll).  There seems to be a theme here, in my opinion. 

I like to see as many Trolls as people want to play; I don't want to see a lack of Trolls because people feel punished for playing them, but I don't want to see everyone playing a troll just because they're a better option either (which I've seen with Elves before, which sucked).  That said, someday I'd love to play in an All-Troll-Team. 

I'd never remove Trolls as an option, myself.  I love them too much, even if I don't play them that often. 
Title: Re: Finding the true cost of things: An example.
Post by: Shadowjack on <02-15-16/0130:12>
I would just like to throw two thoughts into this discussion.

1. I initially found the increased ware prices pretty brutal but I grew to like them, after all, this is very sophisticated technology.

2. The increased cost on ware for trolls is just devastating, troll samurais are not as fun to build as they used to be because their ware just costs way too much. This is a problem because troll racial stats are heavily weighted towards physical combat, yet they can't afford the things they need. It just feels too limiting.

*Note* These opinions are coming from a person that does not care about archetype balance.

Troll ware doesn't cost any more than anyone else,

Troll's pay 100% more for lifestyle.
Everything else is the same except the guy who wrote the rigger book decided to add a cost for trolls to be comfortable driving.
Why? Because.

I really wish that was true but there is errata for the price changes for trolls.

"TROLL LIFESTYLE COSTS  (P. 65, METATYPE & SPECIAL ATTRIBUTES) The second sentence of this section needs to be clarified. Change: “Trolls receive Thermographic Vision, +1 Reach, and Dermal Armor, but they also receive the disadvantage of having to pay an additional fifty percent for gear because everything—including cyberware and bioware—must be specially modified to meet their massive physical requirements.” To “Trolls receive Thermographic Vision, +1 Reach, and Dermal Armor, but they also have the disadvantage of having their Lifestyle costs doubled to reflect the costs of adapting everything they use—especially their gear, including cyberware or bioware—to meet their massive physical requirements."
Title: Re: Finding the true cost of things: An example.
Post by: Dinendae on <02-15-16/0143:55>

I think being a Troll in Priority System should be a bit cheaper.  I'd go for Trolls being available at C with 0 Special Attribute points, B with 3, A with 5 (not that some people would take Troll at C because of the lack of Edge).  I'd also make it easier to be Dwarfs and Orks, giving them options at D.  Getting the metas out there as options means more people might take them, which means more variety, which makes things more interesting.  Hell, Orks are supposed to be close to 30% of the world's population, last time I checked Run Faster; they should be easier to grab in Priority at that point, even if you don't get Special Attribute points at the lower levels. 


I agree with this, very much. Humans are available at every priority, as they should be. Elves go from A to D, with diminishing special attribute points (S.A.P.), Dwarves and Orks go from A to C, again with diminishing S.A.P., but Trolls get either A (with 5 S.A.P.) or B (with no S.A.P.)? Dwarves, Orks and Trolls should get one more priority choice, at zero S.A.P., with the higher priorities being along the lines MijRai suggested
Title: Re: Finding the true cost of things: An example.
Post by: Dinendae on <02-15-16/0151:07>
I would just like to throw two thoughts into this discussion.

1. I initially found the increased ware prices pretty brutal but I grew to like them, after all, this is very sophisticated technology.

2. The increased cost on ware for trolls is just devastating, troll samurais are not as fun to build as they used to be because their ware just costs way too much. This is a problem because troll racial stats are heavily weighted towards physical combat, yet they can't afford the things they need. It just feels too limiting.

*Note* These opinions are coming from a person that does not care about archetype balance.

Troll ware doesn't cost any more than anyone else,

Troll's pay 100% more for lifestyle.
Everything else is the same except the guy who wrote the rigger book decided to add a cost for trolls to be comfortable driving.
Why? Because.

I really wish that was true but there is errata for the price changes for trolls.

"TROLL LIFESTYLE COSTS  (P. 65, METATYPE & SPECIAL ATTRIBUTES) The second sentence of this section needs to be clarified. Change: “Trolls receive Thermographic Vision, +1 Reach, and Dermal Armor, but they also receive the disadvantage of having to pay an additional fifty percent for gear because everything—including cyberware and bioware—must be specially modified to meet their massive physical requirements.” To “Trolls receive Thermographic Vision, +1 Reach, and Dermal Armor, but they also have the disadvantage of having their Lifestyle costs doubled to reflect the costs of adapting everything they use—especially their gear, including cyberware or bioware—to meet their massive physical requirements."


The problem is probably coming from them unnecessarily mentioning cyberware and bioware in both descriptions, but forget that and just look at what they're actually talking about: The errata changed the original +50% gear cost (which would effect ware costs) to simply +50% Lifestyle costs. Yes they were justifying both by mentioning the costs of things versus their size, including ware, would increase, but the only thing you actually charge +50% more for is Lifestyle now instead of all gear. It is assumed that the increased lifestyle costs cover 'up-sizing' everything they use.
Title: Re: Finding the true cost of things: An example.
Post by: Glyph on <02-15-16/0200:54>
The bigger resource problem is that trolls usually have to spend Priority A and B for attributes/metatype, they wind up getting stuck with C resources, and thus the bargain-basement augmentations.  Or they can take C for attributes, meaning that to get halfway-decent physical stats, they need to gimp their mental stats.  So basically, Priority and Sum-to-Ten encourage SR1-style trolls - brutes and cheap muscle.

I didn't really see the "tiny troll" thing as a problem, although it continues in SR5 (the smuggler archetype, guess what, Body and Strength of 5).  It's not so much people trying to get cheap tanking for their mage or decker; it's just that if you do make such a build, you have to dump your physical stats to be effective at all.  But making a troll mage, rigger, etc. is like making an elven fist-fighting tank.  It is doable, but far from an optimal build.

Point build definitely discourages trolls with high Body or Strength.  Exponentially increasing costs make getting them over 7 or so simply too much of an opportunity cost, unless that is literally their entire schtick, tanking and close combat strikes that do massive damage if they hit.
Title: Re: Finding the true cost of things: An example.
Post by: Shadowjack on <02-15-16/0308:26>
I would just like to throw two thoughts into this discussion.

1. I initially found the increased ware prices pretty brutal but I grew to like them, after all, this is very sophisticated technology.

2. The increased cost on ware for trolls is just devastating, troll samurais are not as fun to build as they used to be because their ware just costs way too much. This is a problem because troll racial stats are heavily weighted towards physical combat, yet they can't afford the things they need. It just feels too limiting.

*Note* These opinions are coming from a person that does not care about archetype balance.

Troll ware doesn't cost any more than anyone else,

Troll's pay 100% more for lifestyle.
Everything else is the same except the guy who wrote the rigger book decided to add a cost for trolls to be comfortable driving.
Why? Because.

I really wish that was true but there is errata for the price changes for trolls.

"TROLL LIFESTYLE COSTS  (P. 65, METATYPE & SPECIAL ATTRIBUTES) The second sentence of this section needs to be clarified. Change: “Trolls receive Thermographic Vision, +1 Reach, and Dermal Armor, but they also receive the disadvantage of having to pay an additional fifty percent for gear because everything—including cyberware and bioware—must be specially modified to meet their massive physical requirements.” To “Trolls receive Thermographic Vision, +1 Reach, and Dermal Armor, but they also have the disadvantage of having their Lifestyle costs doubled to reflect the costs of adapting everything they use—especially their gear, including cyberware or bioware—to meet their massive physical requirements."


The problem is probably coming from them unnecessarily mentioning cyberware and bioware in both descriptions, but forget that and just look at what they're actually talking about: The errata changed the original +50% gear cost (which would effect ware costs) to simply +50% Lifestyle costs. Yes they were justifying both by mentioning the costs of things versus their size, including ware, would increase, but the only thing you actually charge +50% more for is Lifestyle now instead of all gear. It is assumed that the increased lifestyle costs cover 'up-sizing' everything they use.

I was mistaken, gladfully so. I suppose that is my reward for trying to help :) I can't help but think back on my old troll samurai who had barely any ware because his gear was so expensive, at least that campaign ended early. In light of this newfound knowledge perhaps I'll play a proper troll samurai next time! Thanks for pointing this out!
Title: Re: Finding the true cost of things: An example.
Post by: Dinendae on <02-15-16/0557:47>

I was mistaken, gladfully so. I suppose that is my reward for trying to help :) I can't help but think back on my old troll samurai who had barely any ware because his gear was so expensive, at least that campaign ended early. In light of this newfound knowledge perhaps I'll play a proper troll samurai next time! Thanks for pointing this out!

Happy to help!  :D
Title: Re: Finding the true cost of things: An example.
Post by: Wakshaani on <02-15-16/1040:05>
The bigger resource problem is that trolls usually have to spend Priority A and B for attributes/metatype, they wind up getting stuck with C resources, and thus the bargain-basement augmentations.  Or they can take C for attributes, meaning that to get halfway-decent physical stats, they need to gimp their mental stats.  So basically, Priority and Sum-to-Ten encourage SR1-style trolls - brutes and cheap muscle.

I didn't really see the "tiny troll" thing as a problem, although it continues in SR5 (the smuggler archetype, guess what, Body and Strength of 5).  It's not so much people trying to get cheap tanking for their mage or decker; it's just that if you do make such a build, you have to dump your physical stats to be effective at all.  But making a troll mage, rigger, etc. is like making an elven fist-fighting tank.  It is doable, but far from an optimal build.

Point build definitely discourages trolls with high Body or Strength.  Exponentially increasing costs make getting them over 7 or so simply too much of an opportunity cost, unless that is literally their entire schtick, tanking and close combat strikes that do massive damage if they hit.

Point buy *savaged* Trolls so much that I, for one, was worried that they'd be completely unviable, and resulted in, among other things, changing the attributes to "Buy, then modify" instead of "Change the baseline". Figuring out how much a Troll 'should' cost in terms of points was equally tricky, and we never did get around the problem of "You'll never increase your Strength again due to the karma cost".

In terms of priority, they got more options ... originally, it was A for *any* metatype, but in later editions, Trolls were Race A, while teh others dropped into B and C, encouraging more Elves and Orks, as it should be. :) So, you have more Trolls out there now, but they're still pigeonholed a bit due to "I am a Troll" being a character-defining aspect, unlike "You know, just another Human."

Point buy design for a Troll is also tres difficult. They have a wide array of racial boosts, including enormous attributes ... how to fairly cost that?
Title: Re: Finding the true cost of things: An example.
Post by: revan.be on <02-15-16/1320:17>
hello, wakshaani,  a small unrelated question,
when are you going to update your OP for the Archetype challenge?

http://forums.shadowruntabletop.com/index.php?topic=21947.105

User Hobbes was even friendly enough to actually do all the work for you ,
and provide a handy list so people can actually have a handy list to choose viable ,
non overpowered , pregen characters from , all you need to do is copypaste it into the first post.

Title: Re: Finding the true cost of things: An example.
Post by: jim1701 on <02-15-16/1340:22>
The bigger resource problem is that trolls usually have to spend Priority A and B for attributes/metatype, they wind up getting stuck with C resources, and thus the bargain-basement augmentations.  Or they can take C for attributes, meaning that to get halfway-decent physical stats, they need to gimp their mental stats.  So basically, Priority and Sum-to-Ten encourage SR1-style trolls - brutes and cheap muscle.

I didn't really see the "tiny troll" thing as a problem, although it continues in SR5 (the smuggler archetype, guess what, Body and Strength of 5).  It's not so much people trying to get cheap tanking for their mage or decker; it's just that if you do make such a build, you have to dump your physical stats to be effective at all.  But making a troll mage, rigger, etc. is like making an elven fist-fighting tank.  It is doable, but far from an optimal build.

Point build definitely discourages trolls with high Body or Strength.  Exponentially increasing costs make getting them over 7 or so simply too much of an opportunity cost, unless that is literally their entire schtick, tanking and close combat strikes that do massive damage if they hit.

Point buy *savaged* Trolls so much that I, for one, was worried that they'd be completely unviable, and resulted in, among other things, changing the attributes to "Buy, then modify" instead of "Change the baseline". Figuring out how much a Troll 'should' cost in terms of points was equally tricky, and we never did get around the problem of "You'll never increase your Strength again due to the karma cost".

In terms of priority, they got more options ... originally, it was A for *any* metatype, but in later editions, Trolls were Race A, while teh others dropped into B and C, encouraging more Elves and Orks, as it should be. :) So, you have more Trolls out there now, but they're still pigeonholed a bit due to "I am a Troll" being a character-defining aspect, unlike "You know, just another Human."

Point buy design for a Troll is also tres difficult. They have a wide array of racial boosts, including enormous attributes ... how to fairly cost that?

To be fair, IMHO Point Buy sets a very low bar for character viability for any race.  Trolls just get hit hardest.  Making point buy actually BE a point buy as opposed to using karma would be the best option in my view.  Another option is just to raise the amount of karma used in the current point buy system to a more viable level.  My personal opinion would be to add at least 100 (200 - 250 would be better) more karma to the limit. 


As far a priority goes the biggest issues come, IMO, from the fact that different categories don't balance against each other very well at all.  Metatype (A) <> Attributes (A) <> Skills (A) <> Magic/Resonance (A) <> Resources (A) though how much this is true will vary depending on how much you value each category.  The other issue is the way priorities scale down from Priority A to Priority E.  How this could be balanced better for all races is somewhat tough due to the fact that you can't really come up with a standardized karma value for every category. 
Title: Re: Finding the true cost of things: An example.
Post by: odd on <02-15-16/1359:52>
Trying to shoehorn a Troll into Karmagen is very, very difficult, and trying to figure out how much they should cost is just one part of it.

While I can, and will, go into a few mechanical examples and show how some of this COULD be done, I want to open the floor up to y'all for a day or two first to see how you'd handle it. Do you nerf the Troll's bonuses? Do you do race mod before or after picking your attributes? How much should being a Troll cost?  Should there be a reward for playing to type? Should there be a reward for playing *against* type? Should there be a penalty in place for either form? Just how many Trolls do you want to see at an average table? Should Trolls just be removed as a PC race and moved back to the 'expanded' book (Run Faster was the eventual name) and possibly replaced by something else?

I think the easiest way to balance this would be to let them buy stats before applying racial mods and have the races vary in cost.  If you do it the other way you are double punishing trolls, they have to pay extra for their race and extra for stat increases.

The other part that makes it hard to balance is that not all stats are created equal, STR is probably one of the least valuable stats and BOD is pretty low too.  I'm not sure of priority, but I feel it's something like INT > AGI > REA > BOD ~ CHA ~ WILL > LOG  > STR
Title: Re: Finding the true cost of things: An example.
Post by: Wakshaani on <02-15-16/1529:08>
Yeah, there's a large disparity between what you get for each category (More Karma in the skills section, for instance) and that some things aren't costly enough (Magic, I'm lookin' at you), which is a whole extra issue. The priority system is quicker and easier, but, it brings a different set of problems to the table. Allocation (IE, "you have 30 points of attributes) is different than purchase (You don't just get a SKill of 4, you have to buy it, with each level costing more) which is different from just rolling (Not that Shadowrun's ever been roll-based, but.)

Ideally, it'd be perfectly balanced, with a flat rate of Karma eing drawn from to allocate to each category, but trying to figure out how many points of Perform (Keytar) is equal to being able to Astrally Project is ... a tad above my pay grade. :)
Title: Re: Finding the true cost of things: An example.
Post by: Rift_0f_Bladz on <02-18-16/0827:37>
Actually, with Sum to 10 you can make viable combat mage troll, I have, but it has some major weaknesses, such as needing cheap sustaining focus (R1) to raise his agility and Focus Con (2 or 3) to hold his increase initiative, with reagents to raise up the limits. For karma gen adding racial stat modifiers after raising stats would help, specially for Troll. Also, changing priority availability for Orc, Dwarf, and Troll to be in and additional 1 priority level lower will help significantly with the play elf/human for everything.
Title: Re: Finding the true cost of things: An example.
Post by: Grizzly on <02-18-16/2130:28>
A problem with opening up Troll to C is that they can then take Attributes A, Skills B...resources might only be D to start with but that's still 50 grand, up to 70 with karma, and I think there are some qualities you can take for even more cash...which would kind of make the puny-humy street sam almost non-extant.  It would also allow the 'skinny troll mage' concern.

The only way I could see that working is if the minimum STR and BOD scores for a troll were reduced to 4, maybe even 3, but with the current maximums...basically an Ork with higher attribute limits.

Title: Re: Finding the true cost of things: An example.
Post by: MijRai on <02-18-16/2224:00>
Except lower Charisma, higher costs, etc. 
Title: Re: Finding the true cost of things: An example.
Post by: Glyph on <02-18-16/2309:32>
I wouldn't want to lower troll minimum Body and Strength.  For hulking creatures topping seven feet tall, and built on a massive scale, 5 is as low as I can see it starting at.

Point build can let you make a troll with, say 7[8] Body and 9 Strength and still come out okay, but going higher, like 9[10] Body and 10 Strength, will result in a character sharply limited in other areas.  Point build does not have enough Karma to approximate some of the more optimized Sum-to-Ten builds.  Giving more points can help, but getting high stats for a troll will still have a large opportunity cost.  A troll getting a 9 and a 10 spends 350 Karma (and they have already spent 90 Karma to be a troll), while a human getting a 5 and a 6 spends only 170 Karma.  Exponentially rising costs can reach a point where they are not worth it, compared to the other things you could get with those resources.
Title: Re: Finding the true cost of things: An example.
Post by: Grizzly on <02-19-16/1957:39>
I wouldn't want to lower troll minimum Body and Strength.  For hulking creatures topping seven feet tall, and built on a massive scale, 5 is as low as I can see it starting at.

I don't disagree with you.

Since we are purely pondering game theory, one way that might allow for both more accessible trolls and minimize concerns over gaming the system would be to enforce a rule that that you can only have one stat at starting minimum, just as you can only have one at maximum to start. Although that only shifts one attribute point which would not be a primary problem if you could take troll at C, since you could take (as a magician) Magic A and Attributes B. Skills D with the two freebie rank 5 magic skills would be enough to build a decent mage of one variety or another.

The more I think about it, the more letting Trolls be available at C in the current priority system would be too unbalancing for the rest of the options.
Title: Re: Finding the true cost of things: An example.
Post by: Wakshaani on <02-20-16/0215:38>
One of the things that hits Trolls is teh Karmacost for Experience. For instance, trying to go from a Strength 9 to a Strength 10 isn't a *huge* thing, but it sets you back 50 Karma. That's a real kick in the pants! And while you'd be better off spending that on several other things, if your concept is to buff up, then you gotta go for the big cost that brings little real gain.

That's a hard bridge to cross.

Title: Re: Finding the true cost of things: An example.
Post by: ProfessorCirno on <02-20-16/1739:55>
As others have mentioned, one issue with trying to create a universal formula for 'ware is that not all attributes are created equal.  Consider Agility vs Logic.  Agility covers a pretty wide array of skills that are of good general use to EVERYONE - just about every runner out there could use stealth, or weapons usage, or gymnastics in a lot of cases.  Logic on the other hand, while certainly tied to a plethora of skills, is mostly made of very specific niche ones.  Most runners are doing just fine without Hardware or Automotive Repair, and even the more generalist skills that most characters could use a point in (like Computers) are just those - skills to put a point in.  On the other hand, for characters that DO use Logic, it skyrockets to the most important attribute they have.  So should they be priced the same?

What about Strength vs Agility?  I don't think it's hard to argue that Agility is more useful then Strength for 90% of characters.

As for one previous mention regarding SINs, keep in mind there is a difference between broadcasting your SIN, showing your SIN, and having your SIN get scanned.  In most street living situations, a level 1 SIN could get you by, and a rating 2 is neigh impenetrable; the guy at the Stuffer Shack isn't going to scan your SIN to make sure you are some evil SINless criminal trying to buy your soy burrito illegally, and the bartender is probably using a rating 1 scanner.  You need rating 3 or 4 if you're going to try to legally enter extraterritorial grounds, go though checkpoints, that sorta thing.  So if you're making Serious Sam the Shooting Man Troll with Uncouth and dastardly low charisma...chances are, you aren't trying to enter those places legally to begin with.

Now, of course, if you're in an extremely high security locale like NYC, that might change.  But NYC is dreadful to run in as written anyways, so just don't do that.
Title: Re: Finding the true cost of things: An example.
Post by: Grizzly on <02-20-16/2236:23>
One of the things that hits Trolls is teh Karmacost for Experience. For instance, trying to go from a Strength 9 to a Strength 10 isn't a *huge* thing, but it sets you back 50 Karma. That's a real kick in the pants! And while you'd be better off spending that on several other things, if your concept is to buff up, then you gotta go for the big cost that brings little real gain.

That's a hard bridge to cross.

True, but can't the same be said of other builds when they start getting to the 'top end' of things...for example, a mage that has already initiated 4 times - is it really worth spending the karma to raise his magic from 9 to 10 for anything other than bragging rights? The best drain-soak build from the Core book has 14 dice to soak at creation (Elf Shaman with Exceptional Attribute), presuming he's raised both drain attributes to max after creation and taken Centering, he's sitting on 19 drain-soak dice which on average will net him what, about 5 successes - maybe 6 reliably? Is it worth the 50 karma to raise Magic to 10 to get one extra die on his magic tests and allow him to cast one force higher, and therefore have to deal with the extra point of drain?

For some people, the answer will be yes.  But that is their choice to make if it is in alignment with their character concept.
Title: Re: Finding the true cost of things: An example.
Post by: Glyph on <02-21-16/0019:13>
That is one of the main reasons that priority, and SR4 build points, both use flat costs for areas that have exponential costs after character creation.  If some options are not cheaper to get at character creation, it is less likely those options will be taken at all.  The downside, at least for some people, is that this subtly encourages further "front-loading" - taking a skill of 6 rather than two skills of 3, even if the latter would fit the concept better, for example.
Title: Re: Finding the true cost of things: An example.
Post by: Wakshaani on <02-21-16/0151:14>
Ayup. This is why Karma is, IMHO, a better measure, since "You have 12 skillpoints" is *quite* a bit different than "You have 100 Karma to spend on skills."