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Morph Creation - Draft 1 - Open Discussion

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RobBoyle RobBoyle's picture
Morph Creation - Draft 1 - Open Discussion
Download Morph Creation - Draft 1 This thread is for general feedback, comments, and discussion on this playtest material. Fire away!

Rob Boyle :: Posthuman Studios

Deadite Deadite's picture
I'm not sure if it's a typo
I'm not sure if it's a typo or if I'm not understanding how the Adjusted CP cost is supposed to work. On page 3 the Adjusted CP cost is said to be a 25% discount, but on page 4 step 11 you multiply the Real CP cost by 0.25, which would be a 75% discount and that seems too much. I've not sat down and worked out any morphs yet so I suspect the answer may be obvious when I run the numbers.
Hailspork Hailspork's picture
Seems like a fairly balanced
Seems like a fairly balanced system. I did a compilation of the biomorphs and pods from the base book here (though I'm guessing you guys already did one internally, it may be useful for anybody else who wants to make the comparison). There are a few traits in column V that I didn't quantify. I like the suggested multipliers at the end. I noticed the morphs in the book have a high of ~1.111 for Octomorph, and the lowest multiplier is 1.2, so there's no way to remake a more efficient version of something. Still, while I could see giving players open-run of this could be disastrous, this does seem like a nifty tool for a GM or for the less munchkin-y players. Question on the R&D multiplier: Say a player wants to design a new line of morphs. Do the R&D multipliers represent the cost in initial development that a player could make on their own with the given skill? Is that for a corp to custom-tailor a morph? Are there any guidelines for reproducing the morph once the R&D is made (or buying in bulk from a corp)?
Hailspork Hailspork's picture
Deadite wrote:I've not sat
Deadite wrote:
I've not sat down and worked out any morphs yet so I suspect the answer may be obvious when I run the numbers.
My spreadsheet assumes the 75% discount. The numbers for that look about right. Edit: Also, I'm thinking this 75% discount has some implications for the current pricing of morph traits purchased normally.
jackgraham jackgraham's picture
I'll just clarify right now,
I'll just clarify right now, since the "discount" thing seems to be throwing people off. Bad wording on my part, sorry. Adjusted CP = Real CP * .25
J A C K   G R A H A M :: Hooray for Earth!   http://eclipsephase.com :: twitter @jackgraham @faketsr :: Google+Jack Graham
DivineWrath DivineWrath's picture
My design notes from my text
My design notes from my text file. I'll provide the fluff later. I've been reviewing this morph creation rules draft for a while now, so I'm taking a rest right now. Critique without me. I'll be back later. 1 - Biomorph 2 - N/A 3 - Dur 40 - 35 = 5 4 - Aptitude 40 - 30 = 10 5 - Aptitude +15 Cog + 10 Int + 10 Wil + 10 Any + 5 Any = 50. 50 * 10 = 500. 6 - Skip 7 - 2500 (10 * 250) + 9000 (9 * 1000) + 5000 (1 * 5000) = 16500. 16500 / 1000 = 16.5 or 17. 8 - N/A 9 - None 10 - (-10) 11 - Total Real CP = 5 + 10 + 500 + 17 - 10 = 522. 522 * 0.25 = 130.5 . Rounded = 130 12 - Skip 13 - Morph Cost Multiplier (1.5). 130 * 1.5 = 195. Rounded = 195 cp 14 - 195 cp * 1000 = 195,000 cr. Aptitude 40 Dur 40 --Implants-- [Low] (10 used) Eidetic Memory Hyper Linguist Math Boost Eelware Enhanced Respiration Temperature Tolerance Medichines Eelware Electrical Sense Radiation Sense [Moderate] (9 used) Basic Biomods Cortical Stack Mesh Inserts Carcadian Regulation Clean Motabolism Toxin Filters Wrist-Mounted Tools Oracles Nanophages [High] (1 used) Mental Speed --Traits-- Uncanny Valley (-10)
CodeBreaker CodeBreaker's picture
And now we start to get to
And now we start to get to the meaty bits. OK. I hope I don't sound overly invested when I say this is an aspect of the Eclipse Phase ruleset that I care a little bit about. I am interested in seeing how well someone else can do, especially implementing a working method for creating Pods and Synthmorphs (which is a little bit hellish). First impressions, just looking at the actual document without working out any of the underlying math, looks good. I have to applaud whoever wrote it (Mr. Graham?), you seem to have managed to much neater system than I did. That might simply be greater skill at technical writing though, something I suck at. The use of R&D cost multipliers is a smart decision. It means that you can hide any small variance in the system behind a veneer of balance (that phrasing sounds bad, I mean that as a good thing.) One of the things I noticed when I was doing my own morph rules (the ones from The Eye, that is) is that many of the 'canon' morphs, especially Synths, are very difficult math wise. This helps that along. You might want to include a quick mention on calculating Wound Threshold. It is a simple division of durability, but there isn't much point in not including it, if only for completion sake. You don't really seem to have gone that far into the specifics of Synthmorphs though? No support for Movement Rates outside of the very vague Core rules is something I don't particularly like. Inherent armour is also something that you are missing, although I guess you could hack that onto the augmentation section using the armour values from the Core. Going to go away and try out some of the math now, but thought I would write down my initial impressions.
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ScienceGuy ScienceGuy's picture
DUR range?
One (additional) thought: should there be some kind of guidance with regards to how much DUR a morph can have? For example, having a synthmorph the size of a neotenic, but with 100 DUR seems 'off', but wouldn't be that unaffordable using the rules as is. Maybe there should be some kind of cap on DUR, based on physical size? So, you can still build that super-tough combat synthmorph you've always wanted, but it's going to be properly hulking :-) Perhaps the same sort of idea could also apply to built-in synthmorph armour?
jackgraham jackgraham's picture
Some people have asked about
Some people have asked about costs for things like Synth morph armor (various levels of it), claws/beaks, small/large target, etc. You're actually looking at my third draft. The first two did have this info, but it accidentally got cut from the version you're looking at (because of reasons; the first two drafts were using a totally different system to calculate augment/trait costs). So here's a table of costs in post form for now, with the caveat that they're not finely balanced vis a vis the current system, which I'll make sure gets incorporated into the 4th draft when we release it. They synthmorph stuff below is mostly superseded by what's in the current draft, but I include it for completeness: armor > 14 pts     20 CP synthmorph death rating     20 CP armor 11-14 pts     5 CP natural melee weapon, 2d10 or greater DV     5 CP small target     5 CP wings     5 CP natural melee weapon, 1d10 DV     1 CP extra limbs/legs     1 CP armor 5-10 pts     1 CP octo ink attack     1 CP synthmorph environmental durability     1 CP synthmorph pain filter     1 CP synthmorph shock immunity     1 CP synthmorph unarmed DV bonus     .25 CP large target     -5 CP
J A C K   G R A H A M :: Hooray for Earth!   http://eclipsephase.com :: twitter @jackgraham @faketsr :: Google+Jack Graham
DivineWrath DivineWrath's picture
????
???? Has no one else noticed that aptitudes hold too much weight in the current version of these equations?
Quincey Forder Quincey Forder's picture
what about the cost in credits and price range?
I think some of my players would be more interested in designing and selling morphs for monetary purpose than just their own. One really liked that aspect of AY's work in Ego Hunter and I wager he'll play a Genehacker as his next character. So, how do you compute the price for the newly designed morph? Also, I hope you're gonna add some fluff to that, to show the process of morphs creation from the characters' perspective Does someone plan to make a java or excell sheet for morphs creation? It would be so helpful to have a spreadsheet or even a smartphone app like the diceroller
[center] Q U I N C E Y ^_*_^ F O R D E R [/center] Remember The Cant! [img]http://tinyurl.com/h8azy78[/img] [img]http://i249.photobucket.com/albums/gg205/tachistarfire/theeye_fanzine_us...
kindalas kindalas's picture
Quincey Forder wrote:
Quincey Forder wrote:
Does someone plan to make a java or excell sheet for morphs creation? It would be so helpful to have a spreadsheet or even a smartphone app like the diceroller
I've already made the math in excel so bringing custom morphs back into the excel sheet shouldn't be too much trouble. Meaning when I have the [u]final[/u] rules expect to see it as a feature.
I am a Moderator of this Forum [color=red]My mod voice is red.[/color] The Eclipse Phase Character sheet is downloadable here: [url=http://sites.google.com/site/eclipsephases/home/cabinet] Get it here![/url]
jackgraham jackgraham's picture
Yes, I'll have dueling spread
Yes, I'll have dueling spread sheets with Kindalas. I'm not going to release mine during the playtest, though. I don't want to taint the results by revealing too much about my intentions.
J A C K   G R A H A M :: Hooray for Earth!   http://eclipsephase.com :: twitter @jackgraham @faketsr :: Google+Jack Graham
kindalas kindalas's picture
Excel Fights Cool
I posted what I made in the answers threat under an invented Q8. The only change I made was that I averaged out the Aptitude maximums since the char gen sheet has those values listed by each Aptitude now and I wasn't going to manually introduce multipliers in the morph gear section to represent implants bought more the once. So the 10 armed arachnoid morph gets a discount. Oh and figuring out which synthmorphs have clanking masses for free was exciting. So was learning just how terrible the Case morph was, with a real cost in the -50s its worse then an informorph at -25. So really mathematical proof that the Case is worse then chilling on a hard drive was completely worth mathing it out. Oh and the Real cost of the Fenrir and the Reaper is within 5cp of one another. That hurt my head a bit.
I am a Moderator of this Forum [color=red]My mod voice is red.[/color] The Eclipse Phase Character sheet is downloadable here: [url=http://sites.google.com/site/eclipsephases/home/cabinet] Get it here![/url]
Joe Joe's picture
Negative Cost Morphs?
Did you intend for morphs with negative CP (real or otherwise) to have a negative cost (step 14), or did I miss a step? If "I missed something", Ignore: Would this make them 'free'? If so, perhaps a minimum cost is in order to cover storage costs for the seller if nothing else: Trivial for Synth's and anything else which can be stored indefinitely without maintenance, Medium for Biomorph/Pod (Flats), Free for anything not requiring physical components. -Joe
Voormas Voormas's picture
So if you design a Synthmorph
So if you design a Synthmorph, you would still have to put in the time to create the blueprints for it as well? Or would that be part of the R&D cost? It's hard to see how the design and the blueprints would be different, but that seems like a huge advantage over a Biomorph (unless you get some kind of 'phenotype recipe' along with the DNA? Even then you still have the issue of how long it takes to reproduce them)
BlindBleu BlindBleu's picture
All I wish to "create" is a
All I wish to "create" is a New Feline based off a Tiger/Lion that is mainly biped that does not have a monkey tail.
Quincey Forder Quincey Forder's picture
you mean, something like this?
(from the presentation of Destiny, which reminds me of a hybrid between Eclipse Phase and Fading Sungs) [img]http://cdn2-b.examiner.com/sites/default/files/styles/image_content_widt... Which reminds me, what's the cost for creating chimerae morphs, part humanoid part animal I also have in mind to create Mass Effect inspired morphs like Asari (of course!), Turian, Salarian, Drell but also Krogan. That one is gonna cost a lot in real CP, I can just imagine it!
[center] Q U I N C E Y ^_*_^ F O R D E R [/center] Remember The Cant! [img]http://tinyurl.com/h8azy78[/img] [img]http://i249.photobucket.com/albums/gg205/tachistarfire/theeye_fanzine_us...
Joe Joe's picture
Rules related typo
Step 10, sub step 1: "No more than 2 positive morph traits..." becomes "No more than 2 negative morph traits..." -Joe
BlindBleu BlindBleu's picture
Actually I had in mind the
Actually I had in mind the Tiger Merc in an authors sci fi series whose name escapes..book cover showed a Biped Tiger humanoid holding a firearm
Joe Joe's picture
Rules clarification requests
Step 4: Attribute Maximum: Is this per attribute or global. If global, how do I adjust for morphs with attributes with different maximums (like the hyperbright or the Neotenics)? Cost Multiplier Table: Variant Row/Characteristics Column: Does 20pts difference refer to the total difference or adding up the absolute value of each change? -Joe
Smokeskin Smokeskin's picture
BlindBleu wrote:Actually I
BlindBleu wrote:
Actually I had in mind the Tiger Merc in an authors sci fi series whose name escapes..book cover showed a Biped Tiger humanoid holding a firearm
Larry Niven's Kzinti? https://www.google.dk/search?hl=da&safe=off&site=imghp&tbm=isch&source=h...
BlindBleu BlindBleu's picture
No it was not Larry Niven's
No it was not Larry Niven's Kzinti....It was a world in the near to mid future where uplifts had happened. Dang now I am going to have to go thru my very large library of books to find that Novel. The tiger character was a ex merc now private investigator.....IIRC. Thanks
Joe Joe's picture
Min-Maxer Abuse (Warning for GM's)
(In character as a self declared min-maxer) I would do the following: 1) Move all augmentation to be based on the morph to get the 50%+ discount. 2) Move all augmentation to be based on the morph to free up funds within my $105,000 character cap to spend on other 'stuff' which may be even more augmentation. 3) Move as many of my morph traits into my morph for the 50%+ discount and to free up space in the 50CP cap outside the morph. 4) Replace my toughness trait with higher Dur, then spend the extra CP on other stuff, or more Dur. 5) Make a variation on a variation on a variation... to get my morph's price down. 6) Always use a synth, and then make my morph's 'head' the size of a pebble (60 points of armor around my cortical stack on a quick disconnect), so that when I die, my team mates can bring me back and reconstruct me without my paying for my morph and all its augmentation again. 7) Move as many points from my base character's aptitudes and skills into my morph's aptitudes and skills. Since I get at least a 50% discount on aptitudes, I can even switch out 5 or fewer CP of skill points for the equivalent of 10CP of aptitude points. 8) Break up my morph and sell the parts for 2x what it will cost me to replace it. 9) Have a morph with a -15 on all those 'stupid' aptitudes I never use, so that my combined score is less than 0 and I can spend those points on other 'useful' aptitudes. 10) Move as many of my skills into my morph as possible because there is none of that 'stupid' doubling of the cost when it gets above 60. 11) Make my morph out of garbage (less than 0CP) so that people are paying _me_ every time I need a new one. (Out of character) There's NO WAY any of my players could use these rules unattended. -Joe
BlindBleu BlindBleu's picture
Sometimes my Google Fu works.
Sometimes my Google Fu works...ie found it author is S. Andrew Swann, The Moreau Series: Forests of the Night has the tiger uplift that I have on the cover. http://en.wikipedia.org/wiki/File:Cvra_fotn.jpg
Joe Joe's picture
I went through each step and
Double Post: Removed
Joe Joe's picture
Step by step...
I went through each step and looked at a) how I could break the system, and b) equivalent morphs/gear/traits and other costs, then added suggestions, and a summary at the end. (Assumes "Costly R&D".) Step 3: This is equivalent to the Toughness Trait, or 10CP. If I buy an existing morph and add a level of toughness, it costs me an additional $500 x 10CP = $5000, or about 5CP worth of starting cash. In this step it costs 5CP x .25 (Adjusted CP) x 2 (max Costly R&D) = 2.5CP max. Suggestion: At least double the CP of Dur. Step 4: Of the 61 morphs in the 5 books that are not simple variants of another morph, only the Remade, Reaper, and Informorph cap at 40 for all attributes, and only the Fenrir, Hyperbright, Savant, and Dvergr otherwise break 30 on any of their attributes. To raise the aptitude maximum of a single attribute by 10 costs 20 CP through a trait, and isn't allowed for multiple attributes. To raise all morph attribute maximums to 40 in this step appears to cost 10 x .25 x 2 = 5CP max. Suggestion: Have it per attribute. Have the base at 25 (Splicer). Step 5: Almost every morph has one (or usually more) aptitude with +5. 31 have one or sometimes 2 aptitudes with a +10 or higher in their specialty. Only the Dvergr and Hyperbright have a +15. The cheapest Cyber/Bio/Nanoware augmentation per aptitude boost is the High-G Adaptation at $200 per +1 (0.2 CP each), and the most expensive is the Neural Enhancers at 4000 per +1 (4 CP each). Each +1 in this step costs 10 x .25 x 2 = 5CP max. The Remade and Hyperbright have the highest total aptitude bonus without 'ware at 35. Suggestions: Cut the base CP cost by half or more. Cap the total amount of bonuses to ~50. Double the cost for aptitude boosts over 10 like skills. Allow only 1 or maybe 2 to be over 10 and allow no more than 2 or 3 aptitudes over 5. Require the Uncanny Valley Trait to be added to any morph with over +10 in any one bonus or over 25 in total bonuses. Any morph with over 35 total bonuses must be built as "Limited Edition" with a minimum multiplier of (aptitude bonus / 10). Limit each morph to one or two negative aptitude penalties which can't go below -5 each, and these don't offset the 50 cap and 20 / 35 condition above. Step 6: The only skills available are Climbing, Flight, Free fall, Freerunning, Infiltration, Palming, Pilot [Any], Swimming, Unarmed Combat, and perhaps some from the supplements. Cost per skill point is normally 1-2 CP. Cost per skill point here is 0.5 x 0.25 x 2 = 0.25CP max. Suggestions: Make it a list of what CAN be taken. I'm worried about abuse, but the list is so restrictive... Remove Pilot from the list of skills, and add any of: Deception, Perception, Intimidation, and Navigation. Cap out each skill bonus at +30, with a 60 total bonus cap. Step 7: Cost for 'ware in step 7 is 1/2 or less normal 'ware costs, but still needs to be built and installed. Suggestion: Take the 'ware out of the .25 discount and GM Cost Multiplier and tack it on at the end. Maybe give a 10% discount to Synth 'ware because it is built in, but any biomorphs or pods still need it implanted, and we're no longer in a mass production economy... Step 9 and 10: Using a random trait that costs 10CP: If I buy an existing morph and add a level of toughness, it costs me an additional $500 x 10CP = $5000, or about 5CP worth of starting cash. In this step it costs 10CP x .25 x 2 = 5CP max. Suggestions: This would still be easy to abuse, so take the traits out of the .25 discount and GM Cost Multiplier, and tack it on at the end. Step 11: Completely nukes game balance. I think that you are trying to make the math easier by putting this at the end? Also, there are no morphs in the books with a CP < 0 (or a physical morph with a $$ < Medium/$1,000). Suggestions: It's was a good idea but.. Dump the multiple. Step 13: The only comparison I can think of is the software quality table. Suggestions: I really like this table. I think I'd like to stack some of the multiples so that, for example I could use the Limited Edition multiple on top of the Cheap R&D Campaign Axiom. I'd also like to see some additonal multipliers, like "been available forever: 0.9" etc. The only problem I have is with the Variant multiple because is difficult to use when basing off a morph out of the book or otherwise already generated. Since everything is additive in this, maybe make it add/subtract 1.2 - 1.5 x the CP cost of the difference? Step 14: The (CP of the morph x 1000) and the $$ of the morph in the books never appear to match. Suggestion: Per Step 13, make the R&D level apply to the CP only, and then the "Limited Edition" type multiplier apply to the $$ cost based on the pre-Step 13 CP? Have a minimum cost for various types of morphs, like 'High' for Biomorph, and 'Medium' for Synth's. This would cover the creation and storage costs for otherwise 'junk' morphs (flats, Case, etc). Overall feedback: I really like the idea, the simplicity, and the flow of the rules. If I were writing the math inside, I'd use the following. It only completely fixes the augmentation and trait issues, but gets everything in line with the morphs in the main book. (I haven't tried any of the other books yet.) Step 3: CP = Durability - 30 Step 4: CP = ((Sum Aptitude Maxes)-175)/4 Step 5: CP = Total of aptitude bonuses modified by total of aptitude penalties (without the x 10). For each bonus that exceeds 10, add 1 CP x quantity over 10. Step 6: CP = Skill bonuses x 1 Step 7: CP = Total Cost / 1000 Step 8: CP = 15 for synth, 10 for neo animals and pods Step 9: CP = Trait Cost Step 10: CP = Trait Cost Step 11: Removed Step 12: Same Step 13: Total the above, minimum of 0. CP only: Costly R&D Multiplier: .75 - 1.25 (I think this will cover all the morphs in the main book if the Octomorph is assumed to have -30 Freerunning in normal gravity to offset its Swimming skill.) Step 14: Add additional entries to multiplier table to get reasonable $$ only multipliers. -Joe
babayaga babayaga's picture
Joe wrote:
Joe wrote:
Require the Uncanny Valley Trait to be added to any morph with over +10 in any one bonus or over 25 in total bonuses.
I'm not in favour of this, as it would include both the Fury and the Ghost.
babayaga babayaga's picture
I like Joe's proposal!
Joe wrote:
I really like the idea, the simplicity, and the flow of the rules. If I were writing the math inside, I'd use the following. It only completely fixes the augmentation and trait issues, but gets everything in line with the morphs in the main book. (I haven't tried any of the other books yet.) Step 3: CP = Durability - 30 Step 4: CP = ((Sum Aptitude Maxes)-175)/4 Step 5: CP = Total of aptitude bonuses modified by total of aptitude penalties (without the x 10). For each bonus that exceeds 10, add 1 CP x quantity over 10. Step 6: CP = Skill bonuses x 1 Step 7: CP = Total Cost / 1000 Step 8: CP = 15 for synth, 10 for neo animals and pods Step 9: CP = Trait Cost Step 10: CP = Trait Cost Step 11: Removed Step 12: Same Step 13: Total the above, minimum of 0. CP only: Costly R&D Multiplier: .75 - 1.25 (I think this will cover all the morphs in the main book if the Octomorph is assumed to have -30 Freerunning in normal gravity to offset its Swimming skill.) Step 14: Add additional entries to multiplier table to get reasonable $$ only multipliers.
I like this! There are a few things I'd change, but I think it's a much better starting point than the current draft, even though adherence to current morphs is not so strict (the splicer, for example, comes out at less than 5CP). a) At step 4, I'd divide by 5 rather than by 4. It makes the math easier, and it slightly improves the fit to corebook morphs. b) At step 13, I'd remove the cost multiplier. In other words, I'd keep the cost multiplier a straight 1. I'd keep this as the CP cost under any situation. Rarity and campaign axiom multipliers should only affect credit cost (and as a consequence, difficulty of acquisition through rep networks), not CP cost. c) Variant morphs: these should cost slightly more than baseline ones in terms of credits to reflect their rarity (CP values are computed as above) but not as much as a completely new morphs, unless the variations are extreme. To compute the cost percentage by which a variant exceeds the baseline, list all the variations from the baseline and add their absolute CP values. E.g. a variant with an addition -10 trait and an additional +5 to an aptitude costs 15% more than the baseline.
ScienceGuy ScienceGuy's picture
Joe's excellent analysis
+1 to most (if not all) of Joe's analysis of the morph creation rules. Ideas that struck me as particularly good ones: *Double the cost of DUR *Cap the total amount of aptitude bonuses (or maybe just the total of +ve bonuses, to avoid min-maxing via large -ve modifiers). Perhaps having it represent what's possible with current transhuman tech, so that there's interesting room for the GM to see beyond-transhuman tech. *Implants should cost the full amount, even if they come pre-installed in a morph (then rebalance the rest of the maths to account for this). This also simpler to administer. *Traits should cost the full amount. (there's a general principle of cost invariance here that should help keep things simple and well-balanced) I'd also add the following suggestions. *Cap DUR, based on morph size. So, you han have a morph with huge DUR, but it is going to be *big* *Disallow -ve overall cost entirely. I don't think it's needed, and opens a can of min-max worms. *Maybe restrict the number of 'large' aptitude bonuses that a given morph can normally have. Maybe a +15, or two or more +10s, require some kind of negative trait? (Uncanny Valley or the Hyperbright drug drawback) All of that said, I really like that the morph creation rules are fairly streamlined/simple, so would very much vote for that to continue to be the case. One of the great merits of Joe's suggestions is that they won't add much (if any) complexity.
Joe Joe's picture
My bad! / GM Fiat
babayaga wrote:
Joe wrote:
Require the Uncanny Valley Trait to be added to any morph with over +10 in any one bonus or over 25 in total bonuses.
I'm not in favour of this, as it would include both the Fury and the Ghost.
My bad, that should have been over +30 in bonuses. That way it aligns with the existing morphs (Remade, Hyperbright)
babayaga wrote:
b) At step 13, I'd remove the cost multiplier. In other words, I'd keep the cost multiplier a straight 1. I'd keep this as the CP cost under any situation. Rarity and campaign axiom multipliers should only affect credit cost (and as a consequence, difficulty of acquisition through rep networks), not CP cost.
This had two purposes: 1) Fudge factor to justify the current morph CP costs. 2) Allow the GM to reward/penalize a player for a good/min-maxed morph design. Maybe it should be just a standard GM Fiat multiplier that has nothing to do with R&D cost, and multiply in the R&D Cost multiplier in step 14?
babayaga babayaga's picture
Fudge factors decoupling CP and credit costs
Joe wrote:
babayaga wrote:
b) At step 13, I'd remove the cost multiplier. In other words, I'd keep the cost multiplier a straight 1. I'd keep this as the CP cost under any situation. Rarity and campaign axiom multipliers should only affect credit cost (and as a consequence, difficulty of acquisition through rep networks), not CP cost.
This had two purposes: 1) Fudge factor to justify the current morph CP costs. 2) Allow the GM to reward/penalize a player for a good/min-maxed morph design. Maybe it should be just a standard GM Fiat multiplier that has nothing to do with R&D cost, and multiply in the R&D Cost multiplier in step 14?
I hate fudge factors :) In any case, I think it should be made clear that the GM should be free to adjust the final cost however he likes. Note that allowing only a *multiplicative* adjustment leaves open quite a bit of potential abuse in terms of 0-cost, hyperspecialized morphs. Also, I was making another point too (maybe I was unclear): that credit cost should be decoupled from CP cost. The latter should just reflect how useful it is to a character. The former should reflect things such as R&D cost, rarity etc.
CodeBreaker CodeBreaker's picture
OK, I have spent more time
OK, I have spent more time with these numbers. I am going to be blunt. They don't work. They are widely off what I would consider balanced. I understand that I am just another person on the internet, however I have a lot of experience with the morph system. I have gone through the numbers involved with the system numerous times, and I know the general value of things (if you use the morphs we have as a baseline.) I have gone through the system and remade morphs that I did using one of my iterations that I know is balanced. Morphs that should cost 40CP come out at 65CP, before applying any of the R&D multipliers. The AP bonus costs are wildly off. Implant costs don't seem to resolve. This seems to be true throughout. If the rules went through with these numbers I wouldn't use them, nor would I feel comfortable giving my players free reign with them. I would stick with my systems, not because they are perfect but because I feel that they are more balanced than these.
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Voormas Voormas's picture
But with so many morphs
But with so many morphs already in print, shouldn't there be a minor disincentive for people making up totally new and untested designs? Doesn't it capture the idea that making a morph on your own is hard work? I agree that as a player I would want everything to be as cheap as possible, but I don't think the extra costs involved are unreasonable - and you can always use the GM fudge factor to give players a "good faith" discount if they aren't trying to pull anything dodgy. There's still room to refine the system though, don't take what I'm saying to mean that it's perfect yet :P
Glint Glint's picture
Quote:But with so many morphs
Quote:
But with so many morphs already in print, shouldn't there be a minor disincentive for people making up totally new and untested designs? Doesn't it capture the idea that making a morph on your own is hard work?
The trouble is that there's only a disincentive if the custom morph has natural aptitude bonuses. Putting implants that give aptitude bonuses on a custom morph is far cheaper than straight bonuses or buying said implants at chargen, so it's extremely easy for players to cheat the system, and the far from reasonable cost of aptitude bonuses gives them tremendous incentive to do so.
I've grown tired of this body Cumbersome and heavy body I've grown tired of this body Fall apart without me, body -"Body," Mother Mother
Voormas Voormas's picture
If they get a blueprint /
If they get a blueprint / similar and can infinitely reproduce that morph with those implants then I guess that might be a long-term problem, but the underlying assumption of my post is that this is a game that is played by people and would you really try and pull that kind of crap with your friends? How far would you push that before they think you're just being a tool? Again, there is definitely room for improvement in these rules - I just disagree that they miss the mark completely, or that they are far out of balance with the rest of the game.
Glint Glint's picture
I'd say that "it's a game
I'd say that "it's a game played by people" is good reason to be wary, but that's because I'm a misanthropic grouch, heh. But the reason I'm being hard on the current system is not because I'm a stickler for absolute game balance, it's because I really, REALLY want a system for creating new morphs; it's one of the major reasons I'm excited for this upcoming book (the other being the rules for infomorphs.) However, if the system is too easy to cheat, GMs who are as paranoid as I am won't want to use it, so fewer players will get to play with it.
I've grown tired of this body Cumbersome and heavy body I've grown tired of this body Fall apart without me, body -"Body," Mother Mother
OneTrikPony OneTrikPony's picture
PLEASE DON'T PUBLISH ANY
PLEASE DON'T PUBLISH ANY RULES FOR MORPH CREATION I think this discussion has to be considered in the light of the fact that the morph creation rules aren't something that will be used In-Game by player characters. That fact is highlighted by lack of any proposed rules for Skill Tests or time frames. They only have utility for the GM and for players at CharGen. As a GM I would like to have a tool that allows me to measure the effects and game balance of my Creative efforts. However, I fervently believe that game balance SHOULD NOT be the primary consideration for rules mechanics of morph creation. If you publish these, or Any, Rules for morph creation you'll be locking all EP writers into that rules set permanently. This has horrible potential to kill creativity. [u]These, and all rules, should serve the Developer's Vision for the Setting First.[/u] Game balance *is* important and this game is fairly well balance at this time. However, EP is not, and should not be, a perfectly balanced tournament or board game. Equivalency and point values are impossible to achieve in a setting this varied and complex. This has been proven on these boards multiple times; The Cat vs Whale discussion is a prime example of the ways in which balance conflicts in the rules set are --and can only be --rationalized by the setting. Another good example is in this thread; I'm certain that people who've asked for a DUR cap of some sort have completely forgotten about the Q-morph. If you make a simple easy system for balanced morph creation and cost analysis you're going to obliterate any rationality in the economics of the setting. The reason there are outliers in any analysis of the Published morph is because the setting demands that they be there. If you have to throw out the statistical outliers to make this rules set fit the setting then what you're really trying to do is turn EP into a boardgame. The morphs that get Retconed are the major indication that this rules set will not serve the game. If you are convinced that morph creation rules are vital to the game then I ask that you IGNORE SIMPLICITY. Make them as complex, textured, and nuanced as the setting demands. Spend some serious time and many many column inches on this, because morph creation rules are a very dangerous thing. When you've found a way to write these mechanics without retconning any of the existing morphs you'll be close to getting it right. Mr Graham, (and all writers/developers), Please do not shackle your vision of the setting by locking it into a "simple and easy" set of rules for the players. I'm not a fan of things like the Surya, (actually I *was* a Surya fan until it got shoehorned into the rules), but I'm a major fan of a mind that can can conceive of such a thing. Fuck simplicity and balance. Sincerely; A loyal fan of this setting.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Smokeskin Smokeskin's picture
OneTrikPony wrote:PLEASE DON
OneTrikPony wrote:
PLEASE DON'T PUBLISH ANY RULES FOR MORPH CREATION I think this discussion has to be considered in the light of the fact that the morph creation rules aren't something that will be used In-Game by player characters. That fact is highlighted by lack of any proposed rules for Skill Tests or time frames. They only have utility for the GM and for players at CharGen.
I disagree. If this system creates balanced morphs, I'd be very happy if a player came to me with a morph he'd created and would like to use, and I'd probably let him have it. The PC didn't make it, the player did.
Quote:
As a GM I would like to have a tool that allows me to measure the effects and game balance of my Creative efforts. However, I fervently believe that game balance SHOULD NOT be the primary consideration for rules mechanics of morph creation. If you publish these, or Any, Rules for morph creation you'll be locking all EP writers into that rules set permanently. This has horrible potential to kill creativity. [u]These, and all rules, should serve the Developer's Vision for the Setting First.[/u] Game balance *is* important and this game is fairly well balance at this time. However, EP is not, and should not be, a perfectly balanced tournament or board game. Equivalency and point values are impossible to achieve in a setting this varied and complex. This has been proven on these boards multiple times; The Cat vs Whale discussion is a prime example of the ways in which balance conflicts in the rules set are --and can only be --rationalized by the setting. Another good example is in this thread; I'm certain that people who've asked for a DUR cap of some sort have completely forgotten about the Q-morph. If you make a simple easy system for balanced morph creation and cost analysis you're going to obliterate any rationality in the economics of the setting. The reason there are outliers in any analysis of the Published morph is because the setting demands that they be there. If you have to throw out the statistical outliers to make this rules set fit the setting then what you're really trying to do is turn EP into a boardgame. The morphs that get Retconed are the major indication that this rules set will not serve the game.
Developers and everyone else are free to make morphs that don't follow these rules. A system that covers 95% of the morphs is fine, and the remaining 5% that for some reason don't fit the mould are just winged by the developers or GM. I understand your point that the setting is too complex for everything to be captured by one system - I just disagree that a system should necessarily capture everything.
Quote:
If you are convinced that morph creation rules are vital to the game then I ask that you IGNORE SIMPLICITY. Make them as complex, textured, and nuanced as the setting demands. Spend some serious time and many many column inches on this, because morph creation rules are a very dangerous thing. When you've found a way to write these mechanics without retconning any of the existing morphs you'll be close to getting it right.
i think a complex system could be gamed much more easily, and/or would be so complex it wouldn't be used. I'd prefer a simple system like this to make "mainstream morphs". Anything really exotic should be covered by a judgment call from the developer or GM.
OneTrikPony OneTrikPony's picture
Smokeskin wrote: I disagree.
Smokeskin wrote:
I disagree. If this system creates balanced morphs, I'd be very happy if a player came to me with a morph he'd created and would like to use, and I'd probably let him have it. The PC didn't make it, the player did.
I also appreciate it when a player wants to add to the setting with their own ideas. Judging from your posts I strongly suspect that, like myself, if a player brings you a custom morph you will analyze and make a judgment on weather it is appropriate, necessary and beneficial to the setting. A rules set that helps judge weather the idea is balanced in the meta-game is nice to have, but ultimately unnecessary. Meta-gaming Is the issue that I fear. A rules set that is primarily focused on meta-game balance will encourage meta-game play. A morph that is rationalized within the mechanical arbitration of the setting may not be rational within the setting. This creates "unreality" and is detrimental to immersive play and suspension of disbelief. The likelihood is creation of morphs that don't make any sense but are "Legal".
Smokeskin wrote:
Developers and everyone else are free to make morphs that don't follow these rules. A system that covers 95% of the morphs is fine, and the remaining 5% that for some reason don't fit the mould are just winged by the developers or GM.
A system that covers 95% of "mainstream" morphs is useless. (in my opinion) And if the five percenters are published after the rules are out, there will be myriad threads on all the boards about those 5% that are "illegal", "Broken", "Wrong" because they "don't fit the mould" and were 'just winged'. Writers don't want to write morphs that are going to be denigrated, marginalized and ignored--even though they expound on and expose special details about the setting--because they can't fit within the limitations of a simplistic rules set. I hope I'm not the only person who feels bad that Jack Graham has become an apologist for the Surya in his sig. (Although I believe that's slightly tongue-in-cheek.) I feel personally responsible, because I'm prone to asinine comments in public, and I was unhappy with that concept once it was forced to conform to existing rules. On the otherhand, most players are probably not looking to create "mainstream morphs" that conform to 95% of everything that already exists. Players often want to push the envelope with ideas that are wildly tangential to convention. Player creativity lives outside the box in that other 5%. So how does an inside-the-box rules set help anything? I do heartily agree with the way Smokeskin empowers the GM to make judgment calls. For me making the call on a concept that conforms to the mainstream is pretty easy. What I need, as a GM, is someone to give me an up or down vote on weather my wacky off the wall ideas are fair and put me in check those times when I've given in to masturbatory, meta-game wish fulfillment. I don't believe a simplistic rules set has any utility for me, or this setting.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Solar Solar's picture
What's wrong with the Surya's
What's wrong with the Surya's? I thought they were really really cool, and wish to play one at some point. I'd love to see groups more like the Suryas (not like like them, but similar in their unusual and transhumans element of the setting). The existence of morph creation rules doesn't bother me, though it seems to me that they'll either be too good and remove the use of established morphs, or not good enough and never get used. Rather than morph creation rules, I'd rather see new, interesting morphs which fill new, interesting niches. As far as I can concerned, the most interesting new morphs of recent releases have been things like the example Habitat Morph, the Fenrir Synthmorph and the Case, unusual morphs with unusual uses that add a bit more variation to what you can select. Slight variations on other morphs just need to be done as they were in existing expansions; variants. Things like "Europan Neo-Cetacean" work fine because they take the established morph and stick in some cool changes that make it work, without doing an entirely new morph block where one isn't necessary.
Smokeskin Smokeskin's picture
OneTrikPony wrote:Smokeskin
OneTrikPony wrote:
Smokeskin wrote:
I disagree. If this system creates balanced morphs, I'd be very happy if a player came to me with a morph he'd created and would like to use, and I'd probably let him have it. The PC didn't make it, the player did.
I also appreciate it when a player wants to add to the setting with their own ideas. Judging from your posts I strongly suspect that, like myself, if a player brings you a custom morph you will analyze and make a judgment on weather it is appropriate, necessary and beneficial to the setting. A rules set that helps judge weather the idea is balanced in the meta-game is nice to have, but ultimately unnecessary. Meta-gaming Is the issue that I fear. A rules set that is primarily focused on meta-game balance will encourage meta-game play. A morph that is rationalized within the mechanical arbitration of the setting may not be rational within the setting. This creates "unreality" and is detrimental to immersive play and suspension of disbelief. The likelihood is creation of morphs that don't make any sense but are "Legal".
I see what you mean. It's like that character with skill combos that work great but there's just no way to explain how he learned that stuff. I find those very annoying.
Quote:
Smokeskin wrote:
Developers and everyone else are free to make morphs that don't follow these rules. A system that covers 95% of the morphs is fine, and the remaining 5% that for some reason don't fit the mould are just winged by the developers or GM.
A system that covers 95% of "mainstream" morphs is useless. (in my opinion) And if the five percenters are published after the rules are out, there will be myriad threads on all the boards about those 5% that are "illegal", "Broken", "Wrong" because they "don't fit the mould" and were 'just winged'. Writers don't want to write morphs that are going to be denigrated, marginalized and ignored--even though they expound on and expose special details about the setting--because they can't fit within the limitations of a simplistic rules set.
I don't know about this, if it would happen and if anyone should care if a few players reacted like that. And there's also the fudge factors to cover the trail. But certainly the developers should not be constrained by the morph creatin rules and if that is the consequence of such rules I'd dump them top.
Quote:
I hope I'm not the only person who feels bad that Jack Graham has become an apologist for the Surya in his sig. (Although I believe that's slightly tongue-in-cheek.) I feel personally responsible, because I'm prone to asinine comments in public, and I was unhappy with that concept once it was forced to conform to existing rules.
I thought the problem was with the physics rather than the game mechanics?
Quote:
On the otherhand, most players are probably not looking to create "mainstream morphs" that conform to 95% of everything that already exists. Players often want to push the envelope with ideas that are wildly tangential to convention. Player creativity lives outside the box in that other 5%. So how does an inside-the-box rules set help anything?
I see what you mean. I made a pilot and combat engineer version of the fury for example. They're so similar you really didn't need rules for creating them, and they're really boring anyway. My greyhound synthmorph (military morph built for recon, speed and stealth) doesn't fit in the system and is much more interesting. You might be right there's little meat on this particular bone.
Hailspork Hailspork's picture
I really think they should be
I really think they should be more expensive than the morphs presented in the books. In game, it makes sense that the corps and other groups that are mass-producing morphs get a more cost-effective product out since they can spread out the overhead. From a balance perspective, it makes sense to me at least that the package deals provided by the existing morphs should be more cost-efficient than an a-la-carte customization. Perhaps there could be a few multipliers on the lower end (ie, <1) to bridge this disparity, and maybe even a re-examination of said multipliers. Perhaps even redo them to be multiplicative and add a discount for mass-production.
CodeBreaker CodeBreaker's picture
That makes sense when
That makes sense when determining credit cost, it doesn't when determining CP cost. In my mind the purpose of a morph creation ruleset is to give GM's the ability to add to their setting. Part of that is making sure that those GM's have the knowledge that the things they create will not fuck over their players. CP is an incredibly valuable currency for players. If a morph that should cost 30CP instead costs 60CP, that is 30 rez points that the player will never, ever get back. 30 rez points is a long time in a campaign, for some it could be close to 6 months of play. I find it unacceptable (strong word) that people would advocate for an official system to be so out of whack that it has the potential to screw a player over to that degree. Sure, make mass manufacturing and R&D influence credit cost. A GM can very easily give players extra credits later if it turns out they made a mistake. It is a lot harder to do that with rez points.
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Solar Solar's picture
Personally I let people buy
Personally I let people buy morphs as gear when I run games otherwise they are just weirdly overcosted and it reinforces the idea that bodies are a commodity, which is good
nizkateth nizkateth's picture
I shall de-lurk to put in my
I shall de-lurk to put in my support for a balanced system for designing morphs. Custom material is one of my favorite things to do with an RPG, especially when there are systems in place to guide how to do so 'officially'. From what I've seen so far of this playtest material, it looks good. But others have critically dissected it already, so I'll just stick to speaking out in favor of the rules in general.
Reapers: Do Not Taunt Happy Fun Ball. My watch also has a minute hand, millenium hand, and an eon hand.
Hailspork Hailspork's picture
CodeBreaker wrote:That makes
CodeBreaker wrote:
That makes sense when determining credit cost, it doesn't when determining CP cost.
That makes a lot of sense to me. How about these two steps for a solution: 1) Start with existing morphs and modify them. Particularly for biomorphs, it makes sense to me to start with an exalt and make changes instead of starting with a blank slate. This should bring the CP costs a bit more inline with what's expected (since you're starting from a closer position). 2) Point out that credit cost and CP cost may have different multipliers, and give examples of why.
jackgraham jackgraham's picture
decision point
Hey y'all, Thanks for your input so far. We'll be discussing this subsystem at next week's PH meeting, so if you've been thinking of weighing in but haven't yet, please do so by 5 pm EST on Saturday. I'm not going to lock this thread, but at that point, I'm going to tabulate your responses to help focus our discussion -- so comment received after that point will get less consideration. A few ideas we've kicked around both before and after your feedback, for your comment: 1. The morphs in Core were costed by a method that was much more art than science. We followed some rough guidelines about how many total Apt bonuses and augmentations a morph should have and priced them by feel. This worked well in some cases, not in others. In books after Core, I don't think we stuck to the same standard, with the result that some subsequently published morphs are really cheap. But we could confine the system to a set of guidelines similar to what we used originally, leaving it to be more art than science. 2. I'm toying with the idea of making some augmentations forbidden in a base morph, or maybe including a set of guidelines on types of augs that wouldn't make it into a base morph design, or maybe recommending that certain augs may be included, but at full price rather than a discount. This follows from the economics of the EP world. Releasing a new morph design is a comparable finance/regulatory/engineering/marketing task to releasing a new automobile design. It's not cheap, it entails financial risk, and the economies of scale don't kick in unless the morph has wide market appeal. So super-specialized designs are unlikely, and players who want them should probably be better off using the variant morph rules or simply buying augs at full price during chargen/shopping. To those who've commented on things like the cost of Apt bonuses, the cost of DUR, or other specific aspects of the mechanics -- no need to reiterate. I think we have a good idea at this point of where you stand. Thanks again for all your feedback!
J A C K   G R A H A M :: Hooray for Earth!   http://eclipsephase.com :: twitter @jackgraham @faketsr :: Google+Jack Graham
kindalas kindalas's picture
Final Thoughts
After much thought and excelling about with maths and formulas and etc. I've come to the conclusion that in the case of morph design rules players and GMs would be far better off with a spirit of the rules approach instead of a list of cold mathematical calculations. I think we'd all benefit from a discussion on Morph design theory and a series of recommendations about what combinations of implants and bonuses and aptitude maximums are common. As well as discussions about the starting soup that the morphs are built from. And reasons why some morphs are so exceptional compared to others. Basically my TL;DR is guidelines and suggestions are a better way to go with the morph design rules then with math and the ensuing "best build" min/maxing that will ensue. Or to reference battletech and the mech design rules. Why risk building a rule set where every official design is worse then what's possible.
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jackgraham jackgraham's picture
wrapping up comment
Hey, all. Thanks so much for your feedback. I'm currently tabulating the responses so far so that we can make some decisions. I'm not going to lock this thread, but responses posted after this comment may or may not be given consideration.
J A C K   G R A H A M :: Hooray for Earth!   http://eclipsephase.com :: twitter @jackgraham @faketsr :: Google+Jack Graham