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Rule issues you want fixed in Transhuman

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CodeBreaker CodeBreaker's picture
Rule issues you want fixed in Transhuman
Something OneTrik said in the playtest section rung true. Transhuman is the perfect opportunity for the developers to clarify mechanical issues within the system. These forums have gone over quite a few over the last few years, so much so that some of them may have been lost in the noise. So why don't we have a thread to voice some of those concerns? Maybe there is still time for the developers to fix a few. I'll start with my primary issue; Speed. As written it is a complicated mechanic that gives some players additional screen time for little cost. Giving characters the ability to be faster than others is a good thing, but I don't like the systems implementation. Its effects on task actions are ambiguous at best (though commonly house ruled), movement rates are made unnecessarily complex, and rather than being a moderate benefit it is a direct force multiplier that you should always get, no matter what. I know that other people have concerns; jamming, psychosurgery, psi. Voice them. Maybe the developers will hear you. But try and keep it to actual mechanical issues, not just things you want to have expanded on.
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bibliophile20 bibliophile20's picture
Good idea. Hmmm...
Good idea. Hmmm... Scaling issues in how rep is handled--what my group has dubbed the "Chairmaster" problem.
Spoiler: Highlight to view
Why bother doing 4 and 5 level services when you can just do a larger number of smaller services? I.e. it is possible by a strict reading of the book to gain 100 rep by moving 100 chairs... and, conversely, to lose 100 rep by refusing to move 100 chairs. We tried to fix it with a house rule, but we've discarded our first implementation as too cumbersome: Reputation Reputation is a fickle thing, slow to build, and quick to fall. According to the core rulebook, reputation gain is linear, with even the most high reputed of individuals gaining 1-2 reputation points for doing minor tasks, but also losing just as many points for failing to fulfill minor requests. This house rule modifies that tendency to be somewhat more logarithmic and stabilizing one's rep score, making gains slower, but also making it harder to lose one's entire rep score for failing to accomplish minor tasks. Whenever a character is rewarded with reputation points from in-game events (not from the expenditure of Rez Points), their actual gain is penalized by their existing reputation level. To prevent minor but real actions from being completely negated, however, note that if the character accomplished several goals that are linked in some fashion, the reputation point awards from all of those goals should be aggregated together before the reputation level penalty is applied. Example Sandra, a Firewall sentinel, accomplishes a mission where she would gain, from different actions, +3 i-rep, +2 i-rep, and +1-rep. She already has an i-rep of 47, which is level 3. However, as these rewards are all for actions from the same mission, her rewards are aggregated for a total value of +6 i-rep. Her rep level is 3, so 3 points of i-rep are then subtracted from her reward, for a total of +3 i-rep, bringing her to 50 i-rep. Whenever a character loses reputation points from in-game events (not from the burning of Rep for Networking tests), their actual loss is reduced by their reputation level, minus one. However, this does not grant those with extremely high rep the ability to ignore low level requests with impunity--their actions still impact their rep scores, so all of the related reputation losses should be aggregated together before the reputation level reduction is applied. Example Sandra and her team managed to accomplish most of their mission goals, but also got caught by hypercorp authorities and are now sitting in jail. This little screwup on their parts will impact their i-reps, with a -4 for getting caught and jailed, plus another -2 for related mistakes, for a total of a -6 i-rep. Sandra's rep level is still 3, meaning that her total rep loss is only -4 i-rep. Beyond GM fiat ("you're abusing the rep system, people notice, lose points of rep"), we don't really see a solution to the Chairmaster over here.
Geometric Growth of Fabrication Machines
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This is old meat for this forum, complaints that the economic system doesn't make sense because you can, instead of buying a high level item, you buy the expensive blueprints and a fabber and then just start cranking out infinite copies. This gets more absurd when you get blueprints for the fabbers, meaning that geometric growth is possible. I came up with a possible solution to the problem a while back, basically stating that while, yes, given infinite feedstock and power, that sort of growth is possible, Eclipse Phase has neither infinite feedstock and nor infinite power available. It is a semi-post-scarcity setting, not an actual post-scarcity setting, and that means getting materials to feed into a fabber are still necessary. Addressing this concern would be good.

"Democracy is two wolves and a lamb voting on what to have for lunch. Liberty is a well-armed lamb contesting the vote." -Benjamin Franklin

ScienceGuy ScienceGuy's picture
Our group's experience with EP
In our group's EP game, we've house-ruled a few things. Not necessarily saying these are broken things that need fixing :-) But they are tweaks (generally streamlinings) that we find work nicely. Speed We simplified this. For us, a combat round consists of 4 phases. All speed boosts, extra action implants etc just give you extra actions, up to a maximum of 4. Then each character gets one action per phase. So for example, my character has the multi-tasking implant, so he gets one general action and 2 mental actions per round (and for the 4th phase, he does nothing). One of our combat guys has speed 3; he gets 3 general actions per round (and for the 4th phase, he does nothing). Cornucopia Machines These are awesome, especially if you start stockpiling open source patterns. We were worried that PCs 'signature' gear was becoming less signature as we could reverse engineer a given item then make loads of copies (for example, one PC has a cool tech-y rifle that we have the pattern for). Our solution was to rule that while many items can be made from "basic" feedstock (which is super-cheap), high tech or unusual items require a certain amount of generic "special" materials, which are more expensive and must be purchased or otherwise acquired. Good examples would include antimatter, rare elements, or exotic matter. Stuff that can't be assembled at a molecular level by a CM from regular compounds. Most stuff can still be made in a CM without the need for special materials, but it puts a cap on the more outlandish uses of a CM. For example, the self-replicating CM problem can be alleviated if it requires a high favour's worth of special materials to assemble the parts for a CM. Accelerated time simulspace We found this to be really quite broken, so we impose a penalty to skill rolls for stuff done act accelerated time. (-20 per doubling) Critical hits in combat We didn't like armour bypassing for this, so instead go with maxing the damage roll for a crit. This felt a bit more balanced to us.
Smokeskin Smokeskin's picture
I would like a table of
I would like a table of mobility systems and movement speeds.
Smokeskin Smokeskin's picture
I would like some rules to
I would like some rules to limit the number of implants that morphs that can have without penalty. I would like a definition of the "heavily modified morph" for integration and alienation tests. Combat modifiers and the alienation/integration test tables could really use some segmentation that showed which modifiers are exclusive.
DivineWrath DivineWrath's picture
Quote:I would like some rules
Quote:
I would like some rules to limit the number of implants that morphs that can have without penalty.
I'd prefer it if there was no such limit. One of the things that annoyed me in other game systems is the whole cybernetics eat your soul phenomena. I think that some very extreme modifications should be possible, so limits annoy me. I would rather that such problems be reduced to technical problems instead of creating some sort of weird rule system that doesn't approve of heavy morph modification. For instance, I don't think that the nanoware Respirocytes, and the bioware Enhanced Respiration are fully compatible. My grounds for this is that I think that Respirocytes occupy volume in you blood. Like wise I think that Enhanced Respiration would increase red blood cell count which would also occupy volume in the blood. Since I think that there is only so much room in the blood, one augmentation would have to give way to get the best results. Since Respirocytes gives the better ability to hold your breath, Enhanced Respiration would have to give way since its "hold your breath" feature isn't as good. Everything else about Enhanced Respiration could be kept though since it doesn't compete for with Respirocytes for anything else.
OneTrikPony OneTrikPony's picture
I'd be fine with Jamming if
I'd be fine with Jamming if it were explicitly stated that morph bonuses to aptitudes do not apply to the jamming character but given the text; "essentially becoming the drone" and; "Controls a drone as if it were their own morph." (p 196) I suspect that is not the intent and will not be stated as such. I'd also like them to state that Infomorphs do not have a cyberbrain's resilience to hacking Octomorphs cannot be multi-ambidexterous (Because it's neurologically IMPOSSIBLE for them to be with anything resembling their natural neural structure), that smart ammunition and micro rockets cannot adjust flight path in vacuum, that a quantum entangled device becomes "de-tangled" when it passes through a pandora gate. That timeframes for nanofabrication are measured by price *and* mass. (my mind might be changed by drexler's new book when it arrives.) That biomorphs can't be nanofabricated even if you do start with a brain.(or that force growth cloning only takes weeks. Just pick one or the other damnit!) That people who were born as biomorphs take stress per month from sleeving nonbiomorphs. That's just off the top of my head. But it's not going to happen because the argument against all of those luddite tendencies and 20th century biases is the same as my argument against nerfing the Speed mechanics. This is a game of Transhumanism. It's natural and sensible for some characters to be multiple times more productive than characters who do not have access to the same tech. I agree that life sux for the player of a character with 1 Action per Action Turn when other characters have up to 12. It's not a great mechanic but it does serve the setting well when we're talking about the existence of minds running on electronic hardware. I more often find myself trying to justify why a synthetic brain is *only* 300% faster than base biology than trying to justify why it's easy and cheep to make a biomorph brain 100% faster. Transhumans are going to be faster and more productive and these inequities will be exacerbated as those who are faster and more productive will have easier access to better technology sooner and quicker than those who don't. Intelligence and productivity are recursively improving qualities. The problem then is textural. The gateway to being a super hacker comes through increasing a physical stat with a piece of physical ware that belongs in the domain of gunbunnies and athletes. Mechanically, the speed at which people think is amped to 11 by a piece of gear that (texturally) modifies the speed at which people can move. That is kind of lame. But the game exists in a world where the biological paradigm is still viable and somehow competitive with the synthetic paradigm. If you reduce All characters to 1 action per 3 seconds you get stuck with the job of explaining why infomorphs and AI are ridiculously slow. There is no win.

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.

Decivre Decivre's picture
I want the dev team to either
I want the dev team to either shit or get off the pot where it concerns jamming vs sleeving. Either they need to address the issue so that sleeving a body has actual advantages over merely jamming it, or they need to explain on a setting level why jamming is seemingly not very popular in comparison. It seems nearly illogical that people who don't have biochauvinist tendencies would not effectively spend their lives in infomorph form jamming every body they come across, simply for the sheer benefits it provides. I also agree with OneTrikPony regarding uplifts. There needs to be something that significantly differentiates uplifts from humans, so that they don't merely feel like "humans with animal bodies" or "furry fantasy opportunities". The same should be true for some AGI, the ones that aren't modeled after human minds. Whether it be traits, or some new personality mechanic, or something... I don't know. But it definitely needs to be something. Psi doesn't need too much work. The damage sleights need to be boosted significantly, and a few psi-gamma sleights could use some tweaking... either more or less powerful. Some seem useless (mindlink, which apparently requires everyone to hold hands in order to continue communicating telepathically), while others are near godly (implant memory can be used for both memory sharing and as a madness weapon, and subliminal is pretty much the ultimate touch weapon, even if targets get a resistance bonus). Lastly, stress can use some work. We're talking about a mechanic which either drives your character mad, or (depending on how often you face your characters against potentially maddening situations) rapidly drains their moxie. I don't know if that necessarily feels like that's how it should work. Moxie shouldn't be a tertiary form of hit points that you need to address every few weeks or months.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
OneTrikPony OneTrikPony's picture
Decivre wrote:I want the dev
Decivre wrote:
I want the dev team to either shit or get off the pot where it concerns jamming vs sleeving. Either they need to address the issue so that sleeving a body has actual advantages over merely jamming it, or they need to explain on a setting level why jamming is seemingly not very popular in comparison. It seems nearly illogical that people who don't have biochauvinist tendencies would not effectively spend their lives in infomorph form jamming every body they come across, simply for the sheer benefits it provides.
For the record; that's why I suggest monthly stress for humans who don't have biomorphs. Maybe it's unrealistic that quality of life and experience can't be provided by the technology for synthetic living but it supports the biomorph bias of the setting that isn't supported in the rules. It might be interesting if AI had the opposite situation.

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.

Baalbamoth Baalbamoth's picture
Mental action boosts
I don't remember what site it was but it was going under character optimization, they had a build for a character to get something like 64 mental actions per turn. There needs to be a limit on this purely because I don't want to resolve all of it.
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
Decivre Decivre's picture
Baalbamoth wrote:I don't
Baalbamoth wrote:
I don't remember what site it was but it was going under character optimization, they had a build for a character to get something like 64 mental actions per turn. There needs to be a limit on this purely because I don't want to resolve all of it.
Nah, it's only around 16 or so. It only gets disgusting with one specific interpretation of a specific implant (multiple personalities). Even so, that's pretty brutal. Hackers can get some impressive use out of that. Plus it makes certain async builds crazy-powerful... with subliminal, I can get 3-4 attempts per touch to make you think your gun is a candy dispenser. Even with the resistance bonuses, the odds will lean against you.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
LatwPIAT LatwPIAT's picture
Teleoperation and Jamming
[b]Teleoperation and Jamming[/b] The rules for how telepoeration of robots and jamming shells work need, like others have pointed out, a revision. The following issues come to mind: [list] [*] When teleoperating a shell, all commands you give the shell "count as Quick Actions" and use your stats. This seems internally inconsistent; I want the bot to shoot something. I can order it to shoot something as a Quick Action, and spend my Complex Action doing something else in my main body. However, shooting stuff is a Complex Action, so the teleoperated shell is committed to a Complex Action... but it's using my stats, so [i]I'm[/i] the one who's doing that Complex Action - which I shouldn't be able to do, because I already spent mine. This could use some explanation/clarification. [*] The rules for teleoperation currently allows a person to use their own stats when teleoperating a shell. Aptitude bonuses are are included in this, so a person sleeved in a Fury teleoperating a Case with -5 to SOM can ignore that penalty and apply their Fury's bonus. And in some cases, this makes sense. If, for example, I was sleeved into a morph with a brain structure that augments INTuition, it makes sense that I'd be able to do well on Perception checks even though the shell doesn't augment INT, since it's still [i]my[/i] brain doing the perceiving. However, if I'm sleeved in a Reaper and teleoperating a Case, why do I still get to apply the +10 REF from Reflex Boosters? Reflex Boosters boosts my [i]body's[/i] ability to react by speeding up nerve impulses to the muscles, it doesn't make my brain react any faster. Or if I'm sleeved in an octomorph, makes the Case more adept at climbing... [*] This works [i]extremely[/i] oddly when jamming is used; suddenly, when I devote [i]more[/i] mental resources to remotely controlling a shell, I use it's stats instead of my morphs - so suddenly I apply the -5 to SOM from the Case - or worse, a -5 to COG. Teleoperating a Case [i]actively makes me dumber[/i]. [/list] [b]Aptitudes[/b] The game makes no distinction between Aptitude Bonuses that come from the raw physical capabilities of the morph, (SOM, REF, COO) and the neural structures in the morph's brain that run them, which sometimes makes it hard to tell whether it should be possible to apply the Aptitude bonus to mental or mesh actions - does the Ghost have a high COO because it has high motor-fidelity and limited muscle tremors, or because it has a brain that makes it better at hand-eye-coordination; can I apply the +10 COO bonus when playing [i]Return to Castle Medal of Duty: Battlefield 0AF: Hell on Earth[/i]? A rigorous system for the difference between a neural bonus and a physical bonus would be nice. [b]Bots and AIs[/b] By the rules, vehicles and robots, when purchased, come with AIs pre-installed. Sometimes, the AI is worth more than the robot, meaning that you get a lot more than you paid for. [b]Nanomanufacturing[/b] Neat, rigid, unexploitale rules for nanomanufacturing would be nice. Things that I see as problematic with the current open-ended rules: [list] [*] You can make a fission bomb with a Coupernica Machine as long as you have the blueprints and a hacked CM. The fact that you don't have access to several kilograms of uranium or plutonium seems to not be an issue in the rules as-written. [*] A similar issue with feedstock is that there are no rules considering the size of an object when buying feedstock for your CM, meaning that the difference between building a Boeing 747 and a new iPod is handled by the GM. Feedstock has a cost, but there's no indication of how much, in volume or mass, a single purchase of feedstock represents. [*] There are paradigm-differences between what players believe CMs and Proteans should be able to do. One common view is that a CM can build anything; from biomorphs to complex meals to new CMs. Another view is that CMs are strictly limited, and can't make advanced nanotechnology, grow biomorphs, or make anything that isn't assembled from simple building blocks. A clarification, with rigorous limitations if applicable, would be useful. [/list] [b]Misc.[/b] [list] [*]Synthetic Mask can be purchased for any synthmorph. The mind boggles at what a Reaper could possibly be disguised as. [*]The Liquid Steel morph can disguise itself as any synthmorph, but cannot disguise itself as a biomorph. The morph preceding the Liquid Steel in [i]Sunward[/i] is the Masked Steel, which is a synthmorph that looks like a biomorph. Can a Liquid Steel morph disguise itself as a Masked Steel morph to look like a biomorph? [/list]
@-rep +2 C-rep +1
Erenthia Erenthia's picture
I'd like them to take a long
I'd like them to take a long hard look at this thread and steal its ideas wholesale. http://eclipsephase.com/expanding-use-existing-mechanics-character-stren...
The end really is coming. What comes after that is anyone's guess.
Smokeskin Smokeskin's picture
DivineWrath wrote:Quote:I
DivineWrath wrote:
Quote:
I would like some rules to limit the number of implants that morphs that can have without penalty.
I'd prefer it if there was no such limit. One of the things that annoyed me in other game systems is the whole cybernetics eat your soul phenomena. I think that some very extreme modifications should be possible, so limits annoy me. I would rather that such problems be reduced to technical problems instead of creating some sort of weird rule system that doesn't approve of heavy morph modification.
"Eat your soul" made sense in SR because it had magic and whatnot, but in EP it would suck. But I would still like to see some sort of technical problem justification that limits implants. There's no unbreakably reason why integration wouldn't become very difficult once you stack on lots of implants.
Smokeskin Smokeskin's picture
Erenthia wrote:I'd like them
Erenthia wrote:
I'd like them to take a long hard look at this thread and steal its ideas wholesale. http://eclipsephase.com/expanding-use-existing-mechanics-character-stren...
Without having looked at those house rules, I second a separate stat for morph Strength. SOM is how well you use strength and such, but for some things it just feels a bit strange and lacking. Closely related to the cat vs. orca morph problem.
Decivre Decivre's picture
Smokeskin wrote:"Eat your
Smokeskin wrote:
"Eat your soul" made sense in SR because it had magic and whatnot, but in EP it would suck. But I would still like to see some sort of technical problem justification that limits implants. There's no unbreakably reason why integration wouldn't become very difficult once you stack on lots of implants.
Perhaps a sort of cost penalty applied based on the number and severity of implants that a person already has, so that installing new modifications becomes more and more cost-prohibitive as surgeons need to make future installations compatible with all prior ones. This would represent the surgeon having to install new repair blueprints in the patient's medichines, calibrate their newer implants to unusual blood types and nutrients needed for other implants, and all the other things that need to be done to a body that's already heavily modified. Personally, I'm fine with the way things are. It tells me just how far the EP universe has gotten with regards to biomodification. The technology is so improved that the side effects are nil and the surgery is relatively cheap, regardless of the mods that a person already has. It means that the EP world is a world of extremely vivid and culturally-accepted bio-modding, almost to a scary degree. And I like that.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Smokeskin Smokeskin's picture
Decivre wrote:
Decivre wrote:
Personally, I'm fine with the way things are. It tells me just how far the EP universe has gotten with regards to biomodification. The technology is so improved that the side effects are nil and the surgery is relatively cheap, regardless of the mods that a person already has. It means that the EP world is a world of extremely vivid and culturally-accepted bio-modding, almost to a scary degree. And I like that.
I sort of agree, but it just becomes a bit tedious with all the implants, and from a game enjoyment perspective I think unique abilities are more fun for players rather than bland has-all-the-usual-implants for everyone. I've also been thinking about a list of mutually exclusive implants. Say for skin you could have beautiful silk skin, bioarmor or chameleon. Fingers could have eelware or grip pads.
Jaberwo Jaberwo's picture
I think Arenamontanus had a
I think Arenamontanus had a system for increasingly difficult modifications on his page, based on the increasing likelihood of incompatibilities between rising numbers of implants and add-ons.
Smokeskin Smokeskin's picture
Jaberwo wrote:I think
Jaberwo wrote:
I think Arenamontanus had a system for increasingly difficult modifications on his page, based on the increasing likelihood of incompatibilities between rising numbers of implants and add-ons.
He did. I didn't like it. It was cumbersome and required constant dice rolling.
OneTrikPony OneTrikPony's picture
how are you going to justify
how are you going to justify implant limitations on synthetic morphs?

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.

CodeBreaker CodeBreaker's picture
I am sure that the developers
I am sure that the developers could rationalise it away sufficient so that people who want to have the cyberpunk, 'we go too far from humanity' feel can still have their fun. Maybe an excess of implants pushes the morph too far away from the transhuman norm, such that a user needs to make regular stress tests. Or that each implant requires a certain amount of ongoing processor power, and that even with Eclipse Phase level technology that limit is within reach. It isn't a ruleset I would use, personally, but I can see why some people might find it alluring, especially those who come from Shadowrun (A game Eclipse Phase already borrows quite a lot from, mechanically). And I cannot imagine that it would be that difficult to write in a little something, using existing mechanics; Give each cost tier of augmentation an assigned value. Trivial = 1, Low = 2, Moderate = 3, ect. Add up all of a Morphs implant values (or all of a Morphs implants, barring those it starts with by default), and if that total is higher than the Morphs Durability rating (Or Death Value, if you want Synthmorphs that can be improved better than Biomorphs) then you apply a condition. And there are plenty of conditions to choose from. 1D10 stress every month, they can't get more implants without picking up a negative trait, they get negative modifiers to some rolls (maybe social). Easy little optional sidebar rule that can easily be jammed onto a campaign, but is easily ignored.
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Decivre Decivre's picture
OneTrikPony wrote:how are you
OneTrikPony wrote:
how are you going to justify implant limitations on synthetic morphs?
They could do it like vehicle and equipment modifications in Shadowrun, where each model has a specific mod limit and you can attach mods without penalty until that point. Not that I'm advocating it. Again, I like limitless modification, and would rather they didn't alter that. Maybe as an optional rule (maybe they can make a new alternate cyberpunk campaign to expand the ruleset to another franchise... hmm?), but definitely not as the standard for Eclipse Phase.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
OneTrikPony OneTrikPony's picture
that could be a strong
that could be a strong mechanic but that would be adjudication not justification. I don't see any way to rationalize limitations on morph modification in the setting. We already have a hard limit on the technical capabilities of transhumans = 40 attribute, 4 spd (physical) With enough tech savy you can get to 40. That's the limit. Making that limit lower just throws the tech curve backward. On another note; Has anyone come up with a way to decouple Physical Speed and Mental Speed. I've been working on it for a couple days now and I'm coming up short. Menton Scientists taking neurachem gear in order to boost their Mental Actions bugs me. I suspect that it's also one of the primary objections of people who support the 1 action / turn meme. I'd like to find a way to fold existing gear into a structure where Neurachem and Reflex boosters do not multiply the effects of Multitasking and Mental Speed. In one way we allready have this in effect. Infomorphs, by default, only have "mental actions" I'd really like to hear any idea along those lines. Please PM me if you feel like I'm trying to derail this thread.

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.

Decivre Decivre's picture
OneTrikPony wrote:that could
OneTrikPony wrote:
that could be a strong mechanic but that would be adjudication not justification. I don't see any way to rationalize limitations on morph modification in the setting. We already have a hard limit on the technical capabilities of transhumans = 40 attribute, 4 spd (physical) With enough tech savy you can get to 40. That's the limit. Making that limit lower just throws the tech curve backward.
A simple justification would be that the technology hasn't progressed so far that perpetual improvement is easily achieved. Just as a car has only so much weight to be used for modification before hard limitations on the engine must be considered, transhuman bodies (both bio and synth) during the early stages of biomodification likely had surgical limits on what they could fit in without needing to sacrifice traditional performance. Obviously, EP assumes these limitations have been surpassed, but some people might want to run a campaign where those limitations haven't.
OneTrikPony wrote:
On another note; Has anyone come up with a way to decouple Physical Speed and Mental Speed. I've been working on it for a couple days now and I'm coming up short. Menton Scientists taking neurachem gear in order to boost their Mental Actions bugs me. I suspect that it's also one of the primary objections of people who support the 1 action / turn meme. I'd like to find a way to fold existing gear into a structure where Neurachem and Reflex boosters do not multiply the effects of Multitasking and Mental Speed. In one way we allready have this in effect. Infomorphs, by default, only have "mental actions" I'd really like to hear any idea along those lines. Please PM me if you feel like I'm trying to derail this thread.
One of my groups that was ran by another GM had a physical and mental speed, both capped at 4. The maximum number of actions you could have was 8, and only 4 of them could be physical. So it was possible through modification to get 8 mental actions. The big difference was that mental actions could be taken at any time you could take a physical action, and you could use as many of your mental actions as you liked in a single phase.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
nerol-1 nerol-1's picture
Only 2 things
At the moment, I don't have a big experience as a Master in EP. I would echange only 2 things: Speed (allowing a maximum of less than 4 and giving a bonus in Initiative). Stress for using very cheap morphs (i.e. cases, most of all, but also a human using an uplift could generate some stress) That's all. Ciao
il NeRo www.sentinellefirewall.blogspot.it The blog about the adventures of 4 Italian Sentinels
Acatalepsy Acatalepsy's picture
What Latw said, and also
What Latw said, and also vehicle rules and durability. This came up discussing vehicle morphs, but I think it's plenty broken with just plain vehicles. Also, transhuman is a player guide - I'd like an expanded skills section, because it's often fiat/guesswork as to what difficulties are, or what things you can do with what skill.
[I]This isn't a war ordinary humans can win. This is the future. Death's an inconvenience, now. Nothing more.[/I]
anth anth's picture
Rule issues you want fixed in Transhuman
Mesh inserts and ectos being able to run an ego seems a little off, and delta forks a bit pointless when a beta could be used. If those two pieces of equipment could run a delta fork or limited AI but a cyberbrain or ghostrider was required for a AGI or alpha/beta fork then some of these have more reason to exist. I like the idea of reducing the cost of ego casting a delta fork too.
ScienceGuy wrote:
Speed: For us, a combat round consists of 4 phases ... All speed boosts, extra action implants etc just give you extra actions, up to a maximum of 4
Another vote for treating physical and mental actions the same in terms of when they get used etc.
ScienceGuy wrote:
We didn't like armour bypassing for this, so instead go with maxing the damage roll for a crit
An interesting idea. I've not cared enough to look for an alternative but as things are now hollow points are more effective than armour piercing, even on armoured targets. This might be useful for balance though I've not run any numbers.
claive claive's picture
It seems as though a lot of
It seems as though a lot of the things I like about the setting, others see as game imbalances.
"No Labyrinth is Inescapable!" -Gantz
Mephil Mephil's picture
I think wounds are weird. You
I think wounds are weird. You can potentially die without ever receiving a wound. I would much rather just make current damage = current penalty to all skills. And then say that if you take your WT in damage in one go you can potentially get knocked down / go unconscious / malfunction as per EP rules.
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CodeBreaker CodeBreaker's picture
Mephil wrote:I think wounds
Mephil wrote:
I think wounds are weird. You can potentially die without ever receiving a wound. I would much rather just make current damage = current penalty to all skills. And then say that if you take your WT in damage in one go you can potentially get knocked down / go unconscious / malfunction as per EP rules.
I could see that working within the current scope of the rules if you rounded your current damage to the closest 10, and have that apply as a penalty to all skills. However that does reduce the systems ability to model the inherent toughness of some morphs. If, instead of WT, each morph had a modifier value that they could ignore (similar to how there are implants that allow you to ignore wounds), I could see it working just fine. The Flat cannot ignore any wound modifiers, by default, but a Fury can reduce a damage caused negative modifier by 20 (-20 becomes -0). That would go towards fixing the 'Death by 1000 Cuts' issue, where if you are tortured by someone cutting you with a razor (1 damage each time), you can be near death with no negative modifiers.
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Mephil Mephil's picture
On speed
On speed Multitasking/Mental speed gives two additional complex actions that can only be used for mental actions. As such, there are Task actions, Quick Actions, Complex actions and Automatic actions - there's actually not a type of action called "Mental action". Only Complex Actions which can be used for both, and complex actions that have been tagged for mental use only. Its subtle, but philosophically there's a difference. As such you could rule that those extra complex actions are subject to speed limitations, and if you have physical actions from speed they override those tagged complex actions and make them usable for physical actions as well. If you are bothered by this, then a more light nerf would perhaps to simply change it from "2 extra mental actions per action phase" to "2 extra mental actions per action TURN" Also keep in mind that very few skills have the "mental" tag in the skill descriptions. So there's not actually that much stuff you can do in battle with these extra mental actions, so I don't know why some storytellers have the problem of having long winded battles. What exactly are player's doing every round with mental actions? 1. researching the mesh takes at least 1 minute (20 action turns, not viable in combat) 2. hacking (is technically not a mental action since infosec does not have the mental keyword, brute force hacking takes 1 minute, 20 action turns, not viable in combat) 3. Perception (can be done by everyone with a quick action giving everyone equal playtime)
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Mephil Mephil's picture
CodeBreaker wrote:Mephil
CodeBreaker wrote:
Mephil wrote:
I think wounds are weird. You can potentially die without ever receiving a wound. I would much rather just make current damage = current penalty to all skills. And then say that if you take your WT in damage in one go you can potentially get knocked down / go unconscious / malfunction as per EP rules.
I could see that working within the current scope of the rules if you rounded your current damage to the closest 10, and have that apply as a penalty to all skills. However that does reduce the systems ability to model the inherent toughness of some morphs. If, instead of WT, each morph had a modifier value that they could ignore (similar to how there are implants that allow you to ignore wounds), I could see it working just fine. The Flat cannot ignore any wound modifiers, by default, but a Fury can reduce a damage caused negative modifier by 20 (-20 becomes -0). That would go towards fixing the 'Death by 1000 Cuts' issue, where if you are tortured by someone cutting you with a razor (1 damage each time), you can be near death with no negative modifiers.
I actually tried this for one game session and it worked great. It added value to armor though, and a lot of additional difficulty. Getting shot once could lose you the duel if you didn't have armor that could soak your shit. Any wound would slow you down and give you a disadvantage, taking safe aimed shots before less accurate more damaging ones were strategic decisions to get the upper hand. Damage should be a measure of how much pain you are in / how much of your system has been damaged and should be reflected as such. As it is now, damage doesn't really do shit unless you get a wound or reach your DUR limit. Even a lot of small wounds will slow you down quite a lot. Try poking the same spot 100 times, eventually it will hurt like a bitch. - Anything ignoring wounds ignored the first 10 points of penalties as usual. - WT was used to resist crashing / falling unconscious, which would probably get you killed automatically in battle. Its a measure how much of a bitch you are in combat, or having you die standing up like a boss. - A synth can easily get up to 140 DR. Still - a synth riddled with bulletholes will (while still be functioning on a cognitive basis) not be able to move enough to actually participate in combat. It will work kind of like terminator when he got his face smashed and bottom half ripped off and subsequently crushed to death by a woman and a kid. If only he didn't have that -87 in strangling bitches. I feel like a maximum of -30 penalty from wounds isn't very logical. If you're a total bad ass you can still survive after being torn to shreds, but you can't really fight worth a damn. Someone might even approach you and slap your gun out of your hand as you sit in your corner bleeding from every orifice.
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Smokeskin Smokeskin's picture
Mephil wrote:
Mephil wrote:
Damage should be a measure of how much pain you are in / how much of your system has been damaged and should be reflected as such. As it is now, damage doesn't really do shit unless you get a wound or reach your DUR limit. Even a lot of small wounds will slow you down quite a lot. Try poking the same spot 100 times, eventually it will hurt like a bitch.
Damage should be blood pressure in the brain (or maybe oxygen level). When it gets too low you get weak, then pass out, then die. Bleeding should cause damage over time. This is typically how you incapacitate people, you depressurize their circulatory system by putting holes in it. Outside of a "blood counter", ie. DUR, you pretty much then only have to deal with: - hits to the central nervous system (bullets that kill or paralyze you, blunt trauma that knocks you out and maybe causes a brain bleed). - hindered breathing (pneumothorax, chokes, etc.) Everything else is wounds. Pain, broken bones, torn muscles and tendons, stuff that causes modifiers but are not life threatening in any way, covered by wounds. That's what you need for a 99% realistic damage system. And it isn't that far from EP's. EP mostly "fail" in the application of damage and wounds - you can have an artery cut which is quickly fatal but should cause no modifiers, or have the tendons in your arm ripped which would make it impossible for you to fight effectively but wouldn't be life threatening at all, neither of which EP models well at all.
jasonbrisbane jasonbrisbane's picture
For control of cornuicopia machines...
From reading Pushing Ice (Alistair Reynolds, as listed in the inspiration list in the back of the core book) the CM can fab items for raw materials, but it doesnt use a fusaion engine to turn hydrogen to gold or plutonium to copper... So you still need the actual elements (or blocks of) to put into the machine and the items get created with this... I think this works well.. PC;s can download all items, but cant get the gold for the conductivity elements, or element XYZ required for blueprint 123.... At least thats how Im handlig it in my games..
Regards, Jason Brisbane
Lorsa Lorsa's picture
Not really a mechanical issue
Not really a mechanical issue as such but I've always been a bit bummed out by the mental speed augmentation. Reading the descriptive text, you assume it will be really amazing but then it merely gives "2 extra complex actions a turn" (if I remember right) that are not compatible with multi-tasking (which generally seem much better). There seem to be a discrepancy between what it was meant to do and what it actually does. More or less, I find it a rather useless augmentation. Wouldn't it be better if it gave +speed for non-physical actions instead? That way if you merely wanted to be mentally quick you woulnd't be forced to buy what I think of as a combat enhancing augmentation (neurachem). I just find it very useless it all. There's plenty of weird issues in the rules though, most of them having to do with economic and reputation systems.
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OneTrikPony OneTrikPony's picture
Lorsa wrote:Wouldn't it be
Lorsa wrote:
Wouldn't it be better if it gave +speed for non-physical actions instead? That way if you merely wanted to be mentally quick you woulnd't be forced to buy what I think of as a combat enhancing augmentation (neurachem).
It's an interesting thought but how would you handle initiative? Would a character have a mental initiative and a physical initiative? Some people think that multiple initiative passes and scores are too much to handle as is? Mechanically, Mental Speed does exactly the same thing that Multitasking does; +2 complex mental actions per action phase, Except it also grants a +3 initiative modifier. So I'm not sure why someone who approves of the Multitasking gear would be underwhelmed by Mental Speed augmentation. I think it's time we realized that Neurachem and Reaction Enhancers [u]are not "combat" mods[/u]. Yes they would be incredibly useful to anyone that had them explain to me why an egghead wouldn't want to be faster? These arguments, (my own included), are no longer making any sense. Is your scientist geek character less "pure" if he has gear that gives him physical abilities in addition to making him capable of thinking twice as fast? Whence did we get the idea that the 'brain' would never want Neurachem because; "it's for combat characters"? I think we've been wrong and I think we should change our mind.

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.

CodeBreaker CodeBreaker's picture
It was mostly because,
It was mostly because, previous to the Transhuman clarification on task actions, Neurachem didn't really help out the 'Brain' all that much. A lot of the 'Brains' actions don't come down to breakneck speed complex actions, rather they are task actions such as research rolls, networking rolls and other applications of knowledge skills. Now that having a Speed of 2 is a force multiplier for 'Brain' characters, especially people such as hackers and researchers, it is now a favourable stat for everyone. Which was part of my initial complaints about it, it favoured combat monkeys far more than anyone else. It also makes Infomorphs a really good choice for such characters, while they were kind of 'eh beforehand.
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Lalande21185 Lalande21185's picture
Speaking of Speed...
Does anyone else really, really hope that the "clarification" of speed at task actions gets regulated to an optional rule? I write adventures and I really don't want to have to put a disclaimer at the start of every adventure saying ignore [em]Transhuman[/em], the characters in this adventure were written with the core book assumptions (speed doesn't affect task actions) and like the sample characters in the core book, [em]Sunward[/em], and the NPC file, are not balanced for use with the "clarifications" in [em]Transhuman[/em]. On topic, rules issues I would like addressed: Synthmorph armor stacking (it should). Double criticals: what happens? I have been going by higher critical wins and is still a critical, but lately I have been thinking, higher number still wins but is no longer a critical works better. Full Defense: clarify whether the bonus applies before or after dividing by 2. Also Freerunning should be: Freerunning, Free Fall, or Pilot as appropriate. Disorientation: What exactly does disorientation do? (I said you can't take any other actions, including automatic actions, until you take the complex action to regain your wits). Is recovering from disorientation a mental action? (I said no)
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Lorsa Lorsa's picture
OneTrikPony wrote:Lorsa wrote
OneTrikPony wrote:
Lorsa wrote:
Wouldn't it be better if it gave +speed for non-physical actions instead? That way if you merely wanted to be mentally quick you woulnd't be forced to buy what I think of as a combat enhancing augmentation (neurachem).
It's an interesting thought but how would you handle initiative? Would a character have a mental initiative and a physical initiative? Some people think that multiple initiative passes and scores are too much to handle as is? Mechanically, Mental Speed does exactly the same thing that Multitasking does; +2 complex mental actions per action phase, Except it also grants a +3 initiative modifier. So I'm not sure why someone who approves of the Multitasking gear would be underwhelmed by Mental Speed augmentation. I think it's time we realized that Neurachem and Reaction Enhancers [u]are not "combat" mods[/u]. Yes they would be incredibly useful to anyone that had them explain to me why an egghead wouldn't want to be faster? These arguments, (my own included), are no longer making any sense. Is your scientist geek character less "pure" if he has gear that gives him physical abilities in addition to making him capable of thinking twice as fast? Whence did we get the idea that the 'brain' would never want Neurachem because; "it's for combat characters"? I think we've been wrong and I think we should change our mind.
I think having one initiative would work just as well. Nothing would need to change there. The problem with it working mechanically the exact way multitasking does is that multitasking is cheaper (if I remember right) and thus always a better option. Also the text says "speeds up brain activity 10 times" or something like it, but mechanically it doesn't do that. I don't like discrepancies between the fluff text and the mechanical text. Makes me think something went wrong somewhere. Also, I don't necessarily see augmentations as being only for combat, but it seems weird that there wouldn't be a cheaper alternative availible for those that care very little about being quick on your feet and only want to be quick in the head. I figured mental speed was meant to be this augmentation but mechanically it isn't. I also think the description of how multitasking works explains the "extra actions" much better than mental speed does. So to summarize, I am underwhelmed because mental speed is expensive compared to multitasking and the mechanical side doesn't live up to the description.
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BOMherren BOMherren's picture
You need to do something
You need to do something about Somatics. As-is, an average Ego in a Remade has only a small advantage over an average Ego in a Neotenic, and you need a very strong Morph to make any use of a high Somatics score. I think it should be almost the complete opposite: Morph strength largely determines the outcome of contests of strength, but a very high Somatics score might be able to make up for a disadvantage in raw muscle power and let you take on a common brute whose Morph just happens to be twice the size of yours. Exoskeletons just make no sense whatsoever. The wearer cannot be harmed by direct fire attacks made against the suit, but will be harmed along with the suit if caught in an area attack. The wearer of the suit can be targeted separately from the suit itself at a -30, in which case only the wearer is damaged, leaving the suit unharmed (but giving the wearer the benefit of the suit's AV). And, the main advantage of sleeving into a Morph and wearing a suit as opposed to simply installing a Cyberbrain in the suit itself, is that it gives you extra bonuses. So controlling the armoured walker indirectly increases your SOM and your REF, helping you achieve better, quicker and more precise control than if you were sleeved directly into the suit itself. Maybe this is part of a more general issue, where the system needs something like rules for the quality of control circuits? Maybe it's possible, for instance, to wire a motorbike with optimized control circuits which give a Cyberbrain mounted in it bonuses to REF? In that same vein, I always kind of wondered why people don't install Cyberbrains in robots more often? Things like the Dwarf and the Guardian Angel from the Core book seem like really attractive, comparatively cheap options, and come without stat penalties, the Lemon Trait or any risk of Stress. So why do the clanking masses use Cases, again? Finally, weak AI and sub-Alpha Forks need to be able to ignore the skill caps for some skills. Look at how quick and precise even our modern AI are at tracking, for instance. Does it really make sense that a top-of-the-line automated gun turret could have no more than a skill of 40 with its weapon system?
DivineWrath DivineWrath's picture
BOMherren wrote:Finally, weak
BOMherren wrote:
Finally, weak AI and sub-Alpha Forks need to be able to ignore the skill caps for some skills. Look at how quick and precise even our modern AI are at tracking, for instance. Does it really make sense that a top-of-the-line automated gun turret could have no more than a skill of 40 with its weapon system?
It might make sense if you feared a machine rebellion. To be more precise, most people in Eclipse Phase were alive at the time when the TITANs attacked and wiped out most of transhumanity over 10 years ago. The risk of a machine rebellion seems to be a very real risk in the near future. The limitations put on limited AIs is for the safety of tranhumanity, not due to incompetence of programmers. A lot of these same people who have put limitations on limited AIs probably consider AGIs a dangerous and unacceptable risk. Plus when a lot of people need indenture-ship contracts to get themselves new bodies, competition from AIs is a bad thing. Limited AIs are effectively the bar which determines your desirability as an employee or indentured worker. A single AI can be copied and forked a great many times, and expects no pay or reward for their services. Any one looking for work has to somehow have to compete with them. That becomes easier when AIs can only do so much, and a person has the potential to do so much more.
OpsCon OpsCon's picture
LatwPIAT wrote:Bots and AIs
LatwPIAT wrote:
[b]Bots and AIs[/b] By the rules, vehicles and robots, when purchased, come with AIs pre-installed. Sometimes, the AI is worth more than the robot, meaning that you get a lot more than you paid for.
How is this any different from today when you buy a Laptop and it comes with an OS worth almost as much as the laptop itself?
jasonbrisbane jasonbrisbane's picture
Gear table
Hi, Sorry to get in late... Dont know if it was mentoned, but Id like a single gear Table for Items, & Cost and "other columns". For weapons, include DV(dice and average) and ranges, armor gets protection, bulets and smart ammo get the extra DV table - basically combining all the tables spread over 40 ish pages onto a series of pages all together so we dont have to spend all the time flicking through the book. Also some tables in the book dont have details together, such as Base DV (normal ammo) and weapons range. This together in the same table would be good, with ammo directly under weapons types. Also remember to include the dmg modifiers for grenades and seekers in that table... (rather than leaving it in the description). Thanks.
Regards, Jason Brisbane
DivineWrath DivineWrath's picture
Are you talking about the
Are you talking about the kind of thing that DnD 3.x or Pathfinder does (I haven't been following DnD 4.0)? They list tables for things like feats and gear, giving a brief overview of what each does. In Eclipse Phase, it might be handy to have a table for: -Morphs, list CP and credit costs, and briefly describe what each is good for. I don't know if you want to list other details like aptitude maximums, aptitude bonuses, durability, etc as such details might use up what little room that exists. -Traits. Maybe one for positive traits and another for negative traits. The list of neutral traits might becoming big enough to warrant a table for them too. List CP costs for level and briefly describe what each trait does. -Gear. Actually these might end up being multiple tables since they have their own categories. What I would like to see is credit costs and a brief overview of what they do. Different types of gear might list different details. I'm sure we could also get tables for Psychosurgery and Async Sleights. Did I forget anything?
Thampsan Thampsan's picture
I am quite happy with how
I am quite happy with how this book turned out, if anything I want less concrete rules. I think EP is a system that falls apart under intense scrutiny - one simply cannot model such complex systems using a d100 system. If anything we need to stop being afraid of numbers that don't divide neatly by 5. Personally if it looks crunch related for the most part i'm ignoring it in the new book, for me EP is about the Storytelling and the fluff resources and the more accessible science knowledge I acquire by reading the setting.