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.
ComparisonsSR5Cyberware: 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.
SR4Cyberware: 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.
SR3NOTE: 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 1Not 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 thoughtsThis 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.
Ware | SR5 | SR4 | SR3/SR2/SR1 |
Datajack | 1,000¥ | 500¥ | 1,000¥ |
Dermal Plating | 3,000¥/6,000¥/9,000¥ +++ | 5,000¥/10,000¥/15,000¥ | 6,000¥/15,000¥/45,000¥ |
Wired Reflexes | 39,000¥/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.