In the EC Core Book, Both the Mental Speed and Multi-Tasking Augmentation state that they provide 2 additional purely mental Complex Actions per Action Phase. I feel that this is a typo, and that "Action Turn" should be inserted instead, because, as covered in another topic, this could create a truly disturbing number of mental complex actions, GM tempering notwithstanding. While I have made my "house rule" Decision about the matter, I would like a response from someone on the development team as to whether this was the actual intent, reflecting some manifestation of "speed of thought", or a typo, as I suspect. My thanks in advance to the awesome egos who have produced this spectacular game for us to enjoy as we do.
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Official Developer Request for Rules Clarification, Please
Tue, 2012-10-09 07:39
#1
Official Developer Request for Rules Clarification, Please
Tue, 2012-10-09 12:52
#2
Let's hope we get a response
Let's hope we get a response on this. Just taking the implant by itself, and not factoring in people trying to stack things like parallel processing in with multiple forks of themselves in the same body, it's still a matter of being able to get a single character 12 complex actions if it stacks with speed boosts.
Tue, 2012-10-09 13:47
#3
It's 2 per action phase. It's
It's 2 per action phase. It's not as broken as it sounds... there are very, very limited things you can do with mental actions. Having played a PC with mental speed, I usually used it as a justification for thinking hard during combat, asking questions about what was going on, etc. You can still do this without mental speed, but it's nice to have a good reason for why you can do it so well. No house rule is needed.
Keep in mind any PC can add as many effective mental actions as they want just by using ghostrider modules or carrying around a deck of ectos... they're only the size of a credit card. Mental speed is no big deal compared to that.
Tue, 2012-10-09 21:13
#4
Erm...
I... disagree. Being able to research your opponents entire mesh history and pull up their medical records in between bullets is quite useful. Brue-force hacking anything you can ping in the immediate area is very useful. Being able to act as a spotter for the whole rest of the team, or making perception checks to notice the monowire your friend is about to step on is good. Jamming multiple drones is pretty cool. Being able to issue commands to computers and drones is as powerful as the players ability to plan beforehand. Mental actions can be quite, quite powerful.
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Tue, 2012-10-09 21:44
#5
I'm aware of these uses, and
I'm aware of these uses, and very rarely they can be helpful, but overall... not a big deal. Most of that stuff can be done by your muse automatically, or by your fork. So what? All mental speed does is make it so you don't have to deal with the hassle of forking or relying on a muse. Some of those actions are even free actions, no mental speed necessary. Mental speed STILL doesn't speed up hacking to the point where it is useful in combat time (you need 200+ skill for that). In your drone example, it's the drones that are powerful, not the mental speed implant as there are lots of alternate ways to control drones.
Tue, 2012-10-09 21:57
#6
"Give me a lever and I can move the world" -Archimedes
You are correct, Mental Actions only allow one to leverage powerful tools.
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Thu, 2012-11-01 20:15
#7
prototyper wrote:In the EC
As I run it, yes.
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Thu, 2012-11-01 20:39
#8
Let's translate the rule: You
Let's translate the rule: You think 3 times as fast (maybe a bit more. Reading 10 times as fast seems a bit off to me if it's x3.) Oh, and did you notice something?
I'd say that it doesn't change much in terms of power balance.—
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Thu, 2012-11-01 23:29
#9
I seem to be running a little slow ....
I'm sorry, I seem to be running a little slow today. Do you run it as written: "Action Phase", or as I suggested: "Action Turn"? I seem to be confused. Thank you again for your response to my query.
Thu, 2012-11-01 23:45
#10
Action phase (Not that I'm
Action phase (Not that I'm running a game, I just got a good handle on systems). It might seem overpowered, but look at the combat system: Speed is how many Action Phases you get per Action Turn, and you get one Complex Action per Action Phase that you can act in. Most morphs have a Speed of 1, so they act once in an Action Turn on the first Action Phase, those with Speed 2 act on the first Action Phase and the second Action Phase, and I don't think that I've seen any Speed 3 morphs in the rules.
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Somebody is using bad science! Snark, facts, snark.
Your body is corrupted: Cool, do more science to it.
Your mind is warped: That's nice, want a cookie?
What do we say to the God of Death? Not today!
Fri, 2012-11-02 01:49
#11
My reply was to Mr. Graham.
My reply was to Mr. Graham. Neurachem 2 will get you to Speed 3, and there is a reflex mod that will get you another +1 to speed, to get to the max of Speed 4. I haven't seen a stock morph with it, no, and they are expensive mods (rightfully in the context of the setting). These are all physical action mods.
Fri, 2012-11-02 01:55
#12
For Research Purposes, the
For Research Purposes, the discussion that generated this topic was the following .... http://eclipsephase.com/mental-speed-parallel-processing-and-ghostrider-... This is why I am not re-hashing whos or whys. This topic is to get feedback from the developers. Cheers.