Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
d20 Modern Cybernetics Idea....opinions anyone?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lord Zardoz" data-source="post: 475818" data-attributes="member: 704"><p><strong>Making mod's stat limited is not ideal</strong></p><p></p><p>I agree that a limiting factor is needed. However, I am not convinced that the limiting factor should be a stat. Since Shadowrun also has BioGenetic mods (its in one of the source books), lets assume that the mods affect the same stat.</p><p></p><p>What we can do is assume that all implants of any sort should count against a Rejection Threshold. When the threshold is crossed, a few things should happen.</p><p></p><p>1) The character should suffer Stat damage to Str, Dex, and Con for every day that he is beyond the rejection threshold.</p><p></p><p>2) The character should be unable to heal naturally until he is brought back below the rejection threshold.</p><p></p><p>3) Each implant must have a description of what happens when a character goes beyond the rejection threshold. For say, titanium bone lacing, nothing should happen. For an implant that displays info (a Heads Up Display), it should just stop working. For a sensory mod (night vision), the affected sense should stop functioning (if you are in rejection and have an artificial eye, you go blind in the relevant eyes). For an artifical heart, well, death seems appropriate.</p><p></p><p>Some other things to consider:</p><p></p><p>The rejection threshold should be the same for all characters. Otherwise, its like saying a character with a high Int can use more magic items then someone with a low int.</p><p></p><p>As for the incremental cost, you can have each implant cause a permanant penalty of an appropriate sort until it is successfully removed. Unsuccessful removal (failed skill check from the surgeon) will cause the penalty to become permanant. This will cause your players to pick their gear carefully.</p><p></p><p>The penalty could be any one of the following:</p><p></p><p>- penalty to ability / skill checks</p><p>- Save penalty</p><p>- AC penalty</p><p>- Movement rate reduction</p><p>- permanant status affliction (slowed, fatigued,)</p><p></p><p>A penalty of -2 to all Str checks is a pretty harsh deterent. A penalty of -2 to any Hide or Move Silently Check is less of a deterent.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 475818, member: 704"] [b]Making mod's stat limited is not ideal[/b] I agree that a limiting factor is needed. However, I am not convinced that the limiting factor should be a stat. Since Shadowrun also has BioGenetic mods (its in one of the source books), lets assume that the mods affect the same stat. What we can do is assume that all implants of any sort should count against a Rejection Threshold. When the threshold is crossed, a few things should happen. 1) The character should suffer Stat damage to Str, Dex, and Con for every day that he is beyond the rejection threshold. 2) The character should be unable to heal naturally until he is brought back below the rejection threshold. 3) Each implant must have a description of what happens when a character goes beyond the rejection threshold. For say, titanium bone lacing, nothing should happen. For an implant that displays info (a Heads Up Display), it should just stop working. For a sensory mod (night vision), the affected sense should stop functioning (if you are in rejection and have an artificial eye, you go blind in the relevant eyes). For an artifical heart, well, death seems appropriate. Some other things to consider: The rejection threshold should be the same for all characters. Otherwise, its like saying a character with a high Int can use more magic items then someone with a low int. As for the incremental cost, you can have each implant cause a permanant penalty of an appropriate sort until it is successfully removed. Unsuccessful removal (failed skill check from the surgeon) will cause the penalty to become permanant. This will cause your players to pick their gear carefully. The penalty could be any one of the following: - penalty to ability / skill checks - Save penalty - AC penalty - Movement rate reduction - permanant status affliction (slowed, fatigued,) A penalty of -2 to all Str checks is a pretty harsh deterent. A penalty of -2 to any Hide or Move Silently Check is less of a deterent. END COMMUNICATION [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
d20 Modern Cybernetics Idea....opinions anyone?
Top