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Making ego aptitudes matter more

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Lorsa Lorsa's picture
Making ego aptitudes matter more
I've had a bit of issues with the way ego aptitudes work in combination with aptitude bonuses on morphs and aptitude maximums and skills. As it is, we all know it is generally better to have low ego aptitudes and then get a morph with really great bonuses and augmentations. I've always thought the rules were a bit weird too as to what bonuses are affected by the maximum and which are not, which means that I sort of ruled that the aptitude maximum of a morph really is a hard cap and not a soft cap and the only thing that really goes beyond it is drugs. In any case, that may or may not be important but the core problem I wanted to solve was this: If you have an ego aptitude of, say 40, it is impossible to be as good in a skill linked to that aptitude when you are in a morph with an aptitude maximum of 35 or lower as someone with that (lower) aptitude is. Or at least so I've been led to understand. If I've understood it wrong and having your aptitude lowered doesn't lower your skill then this problem doesn't exist. I've always thought that if your aptitude is reduced by X, then all skills linked to that is reduced by X as well. Just as what happens if they're increased by Y. So, let's say you have an aptitude of 40, have raised the skill to 100 and then sleeve into an exalt. That means your skill is now at 90 and there is absolutely nothing you can possibly do to affect that. Your high aptitude doesn't help you a single bit, it is actually impeding your ability and making it possible for someone with lower aptitude to be better than you (as he can have a 100 but not get a reduction). This effectively means that buying high aptitudes is in about all ways possible hurting you and I don't like that. Good morphs in all their glory but it seems transhumans would also like to make themselves, their egos, better. My suggested fix for this was thus to allow people with very high aptitudes to buy skills over 100. This generally doesn't do much except to make sure you can still be good at that skill when sleeved in a bad morph. Then I also thought why regardless of aptitude, 60 was the level at which skills became more expensive. Adding aptitudes from your morph can put you over 60 without any extra cost but when you have a very high aptitude on your ego you can't. That also seemed a bit weird to me so I thought of the following solution: Once you've spent a total of 45 Rez points (or CP if in character creation) on a skill then it starts costing double. Once you've spent another 80 RP then you can no longer increase the skill. Now that I'm done saying all that I will leave the word to you so you can tell me exactly how stupid I am and why this is a bad idea and how great high aptitudes really is.
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DivineWrath DivineWrath's picture
I didn't quite understand
I didn't quite understand your post even though I've read it a few times already. Let me try to address the points I think you are talking about. ---- Increasing aptitudes for any reason will increase the linked skills by the same amount. Decreasing aptitudes for any reason will also decrease the linked skills by the same amount. For instance. A character has a COG score of 20 and programing at 80. If it were to resleeve into a Remade (+10 COG), then its COG aptitude will be increased by 10, so its programing skill will also be increased by 10. The net result is a character with a COG of 30, and programing of 90. If the same character were to resleeve into a Case with an aptitude mod of -5, then its COG will be reduced by 5 and its programing skill will be reduced by 5. The net result will be a character with COG 15 and programing 75. ---- Aptitude maximum is the maximum amount that an aptitude may be, regardless of innate ability and aptitude bonuses. I'm a bit fuzzy on drugs that boost aptitudes though (I'll make a point to check later). For example. A character has a COG of 30. If it were to resleeve into a Menton (aptitude max of 30, +10 COG), then the aptitude bonus to COG (would normally push the character's COG to 40) would be restricted to 30 because that is the aptitude maximum. Had the character resleeved into a Case, the same thing will happen because the Case has an aptitude max of 20. If the character resleeved into a Remade (aptitude max of 40, +10 COG), then the character would have no problem since the character's aptitude isn't pushing against the aptitude maximum of the Remade morph, even with the boost to COG. Also, the normal maximum for aptitudes is 30 for character egos. You need the "Exceptional Aptitude" trait to go all the way to 40. The limit of 40 is the absolute limit set by the game. ---- In regards to restricting skill ranks depending on aptitudes, you are not the first person to bring the issue up. I remember suggesting somewhere else that perhaps the maximum ranks you can have in a skill is equal to your linked aptitude * 3 or 4. If you wish to go all the way to skill rank of 158, then a multiplier of 4 would work best. The reason why you might want to go all the way to skill rank 158 is because of several reasons. -First, the maximum penalty you may have for any test is -60. Once you hit that limit, no further penalties will apply. That will give you a target number of 98. -Second, why 98 and not 100 you ask? Well, 2 points wouldn't get used. Target number of 100 is out of range (the max test result is 99, 100 is replaced by 00). Also any test result of 99 is always a critical failure, so that is another number you don't want to use. So any skill rank beyond 158 isn't likely to get used. Actually give me a moment to rethink. Having an aptitude of 40 is nice and all, but resleeving into something like Case, but one with a -10 apt mod would drop you by 30 points... ---- Anyways, the game currently portrays morphs as tools. You should seek to find morphs that work best for you. If you are already at the upper limit of cognitive ability, you might want to consider selecting a morph that boosts aptitudes that you are not so good at.
Anarchitect Anarchitect's picture
There is a simple fix for this.
There is an exceedingly simply hack that fixes the very problem you're talking about. Skills are bought up from zero. Normal cost up to 40, double cost between 40 and 60. Higher than sixty is after chargen only. In game, you try to roll under Skill + Aptitude. You're done. This eliminates the difference between ego aptitude and morph aptitude bonus. Max skill (60) + Max aptitude (40) = 100, so skill range is good. Dealing with altered aptitudes and aptitude max by morph is simpler.
Smokeskin Smokeskin's picture
Anarchitect wrote:There is an
Anarchitect wrote:
There is an exceedingly simply hack that fixes the very problem you're talking about. Skills are bought up from zero. Normal cost up to 40, double cost between 40 and 60. Higher than sixty is after chargen only. In game, you try to roll under Skill + Aptitude. You're done. This eliminates the difference between ego aptitude and morph aptitude bonus. Max skill (60) + Max aptitude (40) = 100, so skill range is good. Dealing with altered aptitudes and aptitude max by morph is simpler.
Plus you get a cost incentive for high aptitudes. Right now, you're paying the double skill cost over 60 total skill - with your system the double cost "begins" at (40+aptitude) total skill instead.
Lorsa Lorsa's picture
DivineWrath wrote:I didn't
DivineWrath wrote:
I didn't quite understand your post even though I've read it a few times already. Let me try to address the points I think you are talking about.
I'm sorry if it was confusing. Is there anything in particular you want me to explain further? It seems we are quite in agreement on how the system work in general. The problem I was trying to solve was the fact that having high aptitudes is generally bad and in some cases (pun not intended) even working against you. I think someone with 40 in an atitude should be able to be just as good as someone with 20 in a Flat. Right now that's not the case. No matter how long you are sleeved in a Flat, if your aptitude is 40, you'll never be able to have a skill of 100 (99), even though someone with aptitude of 20 will be able to. I think it's a flaw, and it seems a few others (such as yourself) have agreed with me somewhat. The "fix" by Anarchitect is basically the same as what I said, except that I'd use 45 and 65 as "skill rating marks" instead of 40 / 60, and I suggested there was a maximum skill rating of 85 (according to Anarchitect system). Technically I don't see a problem with people increasing their skills to 160 (158), since as was pointed out, you can get -60 for difficulty. Such godly skills should cost you of course.
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