Shadowrun
Shadowrun Play => Rules and such => Topic started by: wamphyri on <09-07-16/1445:53>
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As both a player and a GM, I really dislike the SR 5 addiction rules. They are way too easy to game and would make legal simsense and soykaf one of the leading causes of death since both are addictions you would commonly use daily, plus the rules are a bit of a pain to do the book keeping on. I've seen the latest Mission rules (v0.6) for addiction and while they do cut down on the book keeping, they seem a little too harsh.
So I've tried to make a system where soykaf doesn't kill, while keeping highly addictive drugs dangerous, but not v0.6 Mission level dangerous. The system that I came up with uses two tests an Addiction Rating Test that determines whether you need to make an addiction test and the currently used Addiction Test. The system also applies a modifier based on your current level of addiction.
At the end of each session you’ll be rolling an Addiction Rating Test to see whether you need to do an Addiction Test. You will roll your body + willpower for physiological addictions and logic + willpower for psychological addiction (or both in the case where the addiction is both physiological and psychological) against the addiction rating of the drug used. These rolls will be using the exploding dice rules of earlier Shadowrun editions. This means when you roll a 6 you roll an additional die and add the result to the 6 that you rolled. So if you rolled a 6 then it exploded to a 2 your result would be 8. You only need one success to pass the Addiction rating test. You can use edge on the addiction rating test to add your edge dice to the test.
If you match or exceed the addiction target number you do not need to make an addiction test. If you fail hit the addiction rating target number then you need to make an addiction test for each addiction rating you failed. Each time you use an specific addictive substance during a session beyond the first time add one to the addiction threshold. So if you used Jazz twice in a session, then the addiction rating would be 8 and the threshold would be 4 (this threshold only matters if you fail the addiction rating).
Level of Addiction | Modifier |
None | 0 |
Mild | 0 |
Moderate | -1 Rating |
Severe | -2 Rating |
Burnout | – 1 Threshold |
*If Addiction Rating reaches 1 or Addiction Threshold reach 0 then your addiction can’t get any worst.
The addiction rating and threshold can be modified by your current addiction level . This modifier prevents the situation of the current rules where the guy who drinks a coffee a day dying of burnout in a couple years. Basically, this is a way of allowing certain addictions to not be life threatening like legal and hot-sim simsense, but still pose some danger of addiction while at the same time reducing book keeping.
Example of Addiction Rules Using Roy with a Body 6, Will 4 and Logic 4
Roy used Jazz and Hot Sim in a run. At the end of a run he would roll against the addiction ratings 3 times (Jazz is a both a psychologically and physiologically addictive drug and Hot Sim is a psychologically addictive drug).
Roy rolls 10 (Body 6, Will 4) dice for is physiological addiction rating to Jazz needing to get an 8 target number. He will also roll 8 (Logic 4, Will 4) dice for the psychological addiction rating to Jazz also needing an 8 target number. For the Hotsim he will roll 8 dice needing a target number of 3 to succeed.
Roy starts with the easy one Hotsim addiction. He rolls 1,1,3,2,9(6+3),2,2,2 the 3 and 9 both meet the target number of 3 for the addiction rating, so he doesn’t need to roll an addiction test.
For Jazz, he rolls the physiological first 10 dice 14(6+6+2) 3 7(6+1) 1 2 1 2 3 4 3 . He got two 6s so he rolls to add to those (getting a 6 and 1, the 6 explodes again getting a roll of a 2 for a total of 14(6+6+2) and 7(6+1)). The 14 beats the target number of 8 so he is fine there.
Next comes the hard one, the Jazz psychological roll 8 dice against a target number of 8. He rolls 1 4 5 2 5 3 1 1 failing to get a target number of 8 on any of the dice. He would then roll one addiction test for the psychological addiction rating he failed. This would be the standard target number 5 that you are used to with a threshold of 3. He probably should use edge for this assuming he had any left over from the night’s session.
If Roy already had Moderate Addiction for both Jazz and Hot Sim, then the Addiction Ratings would have been 1 lower so 7 for Jazz and 2 for Hot Sim. In fact, Hot Sim addiction can never get to the burnout stage since at a severe addiction reduces the addiction rating by 2 thereby reducing it to a target number of 1 which is an auto success.
Hopefully this formats ok, if not here is a link to a formatted version on my campaign website.
https://x-com-defiance.obsidianportal.com/wikis/addiction-rules (https://x-com-defiance.obsidianportal.com/wikis/addiction-rules)