Hi. There has been some discussions on house rules and rule hacks for resleeving, so I've been working on benchmarks to determine odds of events occurring and different outcomes possible. Basically, I want to make it easy to compare any such rule hacks to the original rules.
Aside from posting them, I hoping that those of you who are reading this thread will help point out possible errors. I'm hoping to make good bench marks for comparison purposes, so criticisms are welcome.
Also, if anyone has helpful observations regarding resleeving and related topics, feel free to mention them. All can be helpful in making better resleeving rules.
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Benchmarks - Resleeving Rules
Sat, 2013-08-17 16:27
#1
Benchmarks - Resleeving Rules
Sat, 2013-08-17 16:29
#2
This first benchmark was
This first benchmark was intended to show how an average transhuman might handle resleeving without any bonuses or modifiers. It is given its own post (the next one) for the sake of simplicity. The next one after that will be some of my conclusions and observations. I think that by separating my posts, it becomes easier to keep track of things.
Sat, 2013-08-17 16:31
#3
Average transhuman:
Average transhuman:
-Average SOM - 15
-Average INT - 15
-Average WIL - 15
Therefore:
-Integration - 45
-Alienation - 45
-Continuity - 45
-Trauma Threshold - 6
Modifiers:
+0
Example:
An average transhuman wants to benchmark its ability to adapt to new morphs. Therefore it is trying to avoid using familiar morphs (that might give bonuses) while avoiding morphs that might give it a headache (give penalties). It has average transhuman aptitudes and no special traits that would make the resleeving process easier or harder. Therefore the tests should get a +0 modifier.
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Integration test
-Critical failure - 5% (55, 66, 77, 88, 99)
No chance to fix problems with current morph.
Must resleeve to fix.
Penalty. -30 to all *physical* actions.
-Severe Failure - 22% ( = 100 - 75 (1+45+27+2) -3 (for critical failure) )
Penalty. -10 to *all* actions for duration.
Duration: 2 days + 1 day per MOF of 10.
Duration: 2 + 3 days minimum?
Severe Failure is MOF of at least 30, right?
-Failure - 27% ( = 29 (30+ would be severe failure) - 2 (for critical failure) )
Penalty: -10 mod to all *physical* actions.
Duration: 2 days + 1 per MOF.
Duration: 2 + 2 days maximum?
Severe Failure is MOF of at least 30+, right?
-Success - 27% ( = 29 (30+ would be excellent success) - 2 (for critical success) )
Penalty: -10 mod to all *physical* actions.
Duration: 1 day.
-Excellent Success - 14% ( = 45% - 29% (for normal success) - 2% (for critical success) )
Penalty: None
-Critical Success 5% (00, 11, 22, 33, 44)
Penalty: None
Bonus: Free point of moxie.
Duration: Available only during current game session.
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Alienation Test
Critical Failure - 5% ( 55, 66, 77, 88, 99 )
Stress. 2 points of stress per point of MOF.
Range, 0 (55 is less than MOF 10 from 46), 2, 4, 6, 8.
Failure - 49% ( 100 - 46 (1+45) - 5 )
Stress. 1 point of stress per 10 MOF.
Range, 0 (is possible), 1, 2, 3, 4, 5.
Success - 41% ( 46 - 1 - 4 )
No Stress.
Critical Success - 5% (00, 11, 22, 33, 44)
Heal Stress 1d10 / 2 (round up)
Observation:
There is a 2% chance that the stress would be enough (roll results of 88 and 99) to deal enough stress to inflict traumas. All other results don't deal enough stress to cause traumas for this individual.
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Continuity Tests
Uploading to resleeve with continuity
Base Stress: 0
Average: 0
Range: 0
Test: 46% chance of no stress (test results of 00 to 54 will deal no stress)
-MOS 00 - 10% (value of 00 to 09) of -0 stress
-MOS 10 - 10% (value of 10 to 19) of -1 stress
-MOS 20 - 10% (value of 20 to 29) of -2 stress
-MOS 30 - 10% (value of 30 to 39) of -3 stress
-MOS 40 - 06% (value of 40 to 45) of -4 stress
-- Success (45) --
-MOF 00 - 09% (value of 46 to 54) of +0 stress
-MOF 10 - 10% (value of 55 to 64) of +1 stress
-MOF 20 - 10% (value of 65 to 74) of +2 stress
-MOF 30 - 10% (value of 75 to 84) of +3 stress
-MOF 40 - 10% (value of 85 to 94) of +4 stress
-MOF 50 - 05% (value of 95 to 99) of +5 stress
Observation:
No result will deal enough stress to cause a trauma.
----
Uploading to resleeve without continuity
Base Stress: 1d10 / 2 (round up)
Average: 3
Range: 1 to 5
Test: 84% chance of stress (test results of 30 to 45 will deal no stress)
-MOS 00 - 10% (value of 00 to 09) of -0 stress
-MOS 10 - 10% (value of 10 to 19) of -1 stress
-MOS 20 - 10% (value of 20 to 29) of -2 stress
-MOS 30 - 10% (value of 30 to 39) of -3 stress
-MOS 40 - 06% (value of 40 to 45) of -4 stress
-- Success (45) --
-MOF 00 - 09% (value of 46 to 54) of +0 stress
-MOF 10 - 10% (value of 55 to 64) of +1 stress
-MOF 20 - 10% (value of 65 to 74) of +2 stress
-MOF 30 - 10% (value of 75 to 84) of +3 stress
-MOF 40 - 10% (value of 85 to 94) of +4 stress
-MOF 50 - 05% (value of 95 to 99) of +5 stress
Observation:
Average. There is a 25% chance that the test will cause enough stress to cause a trauma.
Lowest. There is a 5% chance of a trauma.
Highest. There is a 100% chance of a trauma.
----
Backup to resleeve after 24+ hours (likely Firewall outcome)
-Backup, greater than 1 day (1d10)
-Not knowing if/how you died (+2)
Base Stress: 1d10 + 2
Average: 7
Range: 3 to 12
Test: 100% chance of stress (no test result will be great enough to negate all stress)
-MOS 00 - 10% (value of 00 to 09) of -0 stress
-MOS 10 - 10% (value of 10 to 19) of -1 stress
-MOS 20 - 10% (value of 20 to 29) of -2 stress
-MOS 30 - 10% (value of 30 to 39) of -3 stress
-MOS 40 - 06% (value of 40 to 45) of -4 stress
-- Success (45) --
-MOF 00 - 09% (value of 46 to 54) of +0 stress
-MOF 10 - 10% (value of 55 to 64) of +1 stress
-MOF 20 - 10% (value of 65 to 74) of +2 stress
-MOF 30 - 10% (value of 75 to 84) of +3 stress
-MOF 40 - 10% (value of 85 to 94) of +4 stress
-MOF 50 - 05% (value of 95 to 99) of +5 stress
Observation:
Average. There is 74% chance the test will deal enough stress to cause a trauma.
Lowest. There is a 25% of a trauma.
Highest. There is a 100% chance of a trauma. There is 54% chance of 2 traumas.
Sat, 2013-08-17 16:33
#4
Overall Conclusions (thus far
Overall Conclusions (thus far):
In regards to what to watch out for, I would say continuity. The problem isn't so much getting a good target number, but rather avoiding problems that might cause stress and lots of it. Before the continuity test happens, the character in question has already rolled a base amount of stress due its current situation of continuity. The continuity tests will only increase or decrease this number. A good test result might negate some of this stress (maybe negating it altogether) or it might add additional stress to push a character over the edge and suffer trauma(s) in the process. In fact, the stress from a bad continuity instance might be enough to deal a trauma without additional stress from a bad continuity test.
Also, in the core rules, there are no modifiers to apply to these tests. A bad morph, a good morph, the adaptability trait, and what have you, has no effect on these tests. This a matter purely dictated by the WIL aptitude alone. You would likely get the best results by by having a WIL aptitude of at least 33, as it would give the best target number you could ask for (there by negating the risk for additional stress) and would give a big enough trauma threshold to endure the worst continuity instance without suffering any traumas.
I'm unsure how to factor in aptitude maximums and aptitude modifiers of the morph in regards to this test. I don't know if you would be better off resleeving in a Remade than an Exalt or Case when making these tests.
In regards to what to least watch out for, I would say integration. In most cases, these tests only determine how long it takes for you to adjust to your new morph, not whether or not it will happen. A bad test might mean you take weeks to adjust (with many penalties), but all problems will eventually fade. Only a really bad test result will mean that you will not be able to adapt at all.
The cheapest way to avoid worst case scenario is to pick a morph that is familiar to you and therefore would give bonuses on the this test because of the familiarity. The second best option is to by the adaptability trait. It is about 1/10th the price to raise your SOM aptitude to get the same results. It also improves Alienation test results as well.
If worst comes to worst, a bad resleeving result can be fixed by trying to resleeve into another morph.
In regards to Alienation, it is like the smaller brother to Continuity. It can deal large amounts of stress, but it can be avoided by having a good target number (good modifiers helps a lot). A good target number can remove all risk of stress through this test, but a bad target number can make this a real big risk. It would be advisable to pick a familiar morph to avoid these risks. The adaptability trait quite helpful as it will probably remove the chance of stress damage by about 1 point per level (as it will reduce MOF by 10 per level). MOF is the deciding factor of how much stress you suffer in such tests, so its best to reduce it in any way you can.
Sun, 2013-08-18 02:11
#5
Thanks for this. I'll put my
Thanks for this. I'll put my sanity and self-identity hack through the wringer to see how it stacks to these numbers, and adjust as needed.
Sun, 2013-08-18 02:39
#6
I think you need to factor
I think you need to factor Moxie into to this. Failed rolls are often significant enough that you will Moxie it if possible.
Several days might well be entire mission length, and a -10 modifier to all physical actions can be quite bad imo. Integration isn't trivial imo.
Sun, 2013-08-18 05:18
#7
Smokeskin wrote:I think you
The average transhuman doesn't have Moxie to spend, so it's not really a factor in what the average transhuman experiences when resleeving.
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Sun, 2013-08-18 10:52
#8
Wait, what? Where is this
Wait, what? Where is this coming from? I was under the impression everyone had moxie.
Hell, even Beta forks have 1 moxie.
Sun, 2013-08-18 12:10
#9
NPCs and Moxie, p. 386,
NPCs and Moxie, p. 386, [i]Eclipse Phase[/i]:
"When it comes to run-of-the-mill grunt NPC characters, we recommend that such NPCs don't be given moxie. For one, it is one less stat/headache for the gamemaster to keep track of. More importantly, however, it represents the edge that player characters have over the nameless mooks they encounter."
My interpretation, at least, is that moxie is a dissociated mechanic and hence not something the average transhuman has.
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Mon, 2013-08-19 12:41
#10
Ah yes. I take this as less
Ah yes. I take this as less "only heroes have Moxie" and more "We only track Moxie for POV characters." Everyone has Moxie, but as a simple storytelling convention we only bother with moxie for named characters. The same way we only care about the motivations and convictions of named characters, even though everyone has those too.
Since everyone is the POV character in their own story, Everyone experiences having Moxie. Thus the effect of moxie on these rules would be present in the average transhuman experience of resleeving.
Mon, 2013-08-19 18:41
#11
I've taken some time to think
I've taken some time to think about the impact of moxie in these tests. I'm skipping over certain details which I'll try to cover later (flip flopping test results, and negating negative test modifiers). For now, I'll try to cover unique concerns related to the tests in question.
Integration
-You can spend a point of moxie to get a critical success any time you would get any kind of success.
-The benefits of a critical success in this case is a free point of moxie. Should that be allowed considering you spent a point to get a critical success? It may be less permanent than normal moxie... but still.
-By using moxie, you can negate a critical failure, so you can avoid being stuck in a situation where you can't adapt to new morph forever and ever.
-Considering that, perhaps you should be allowed to negate the forever clause in the integration test at some later point in time by spending a point of moxie. Such an expenditure could be compared to the effort needed for someone to learn how to walk again after recovering from a car accident. Need to think about this...
Alienation
-You can spend a point of moxie on a success to turn it into a critical success and recover stress.
-You can spend a point of moxie to negate a critical failure and avoid the doubling of stress effect.
Continuity
-There is no mention of critical success or critical failure, so you don't need to guard against critical failure or worry about conserving moxie instead of getting critical success.
-Because there is rarely any test modifiers on continuity tests, you don't need to defend against bad modifiers either.
-The only use for moxie on these tests then is flip flopping the test result (your mileage might vary).
----
The average transhuman will need to have 3 points of moxie ready if it plans to spend moxie on these 3 tests. I'll assume that it has them as it will make it simpler to calculate odds.
Taking these details into consideration, the average transhuman gets:
-A 46% of critical success on the integration tests. 5% of that is where it doesn't need to spend moxie to get a critical success. Another 5% chance that it will need to spend moxie to negate a critical failure.
-Since there is 46% chance of a critical success on the integration test, there is a 46% chance that the character doesn't need to tap into its moxie reserves for this test as it can get away with spending its freebie point it got on the last test.
-A 46% of critical success on the Alienation tests. 5% of that is where it doesn't need to spend moxie to get a critical success. Another 5% chance that it will need to spend moxie to negate a critical failure.
-It would only be able to spend moxie to flip flop the test result, since there the rules don't cover anything mentioning critical success or critical failure. I'm not mentioning odd of flip flopping test results yet because I haven't got that far yet.
Tue, 2013-08-20 05:34
#12
Yes, in my group you are not
Yes, in my group you are not allowed to spend one moxie to regain one moxie. You can still get all the other benefits of the critical success, but you don't get a moxie back. It only happens if you actually ROLL the critical.
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Wed, 2013-08-21 16:38
#13
@Lorsa: That sounds pretty
@Lorsa: That sounds pretty good, since -10 to all physical actions for the day is significant enough to warrant spending a moxie all by itself (especially in one of those "you wake up in a new morph and have no idea what's going on" adventures").