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Project: Cyberpunk 2020/Shadowrun Conversion
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 1450295" data-attributes="member: 1165"><p>Well, I actually downloaded and looked at the document <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I didn't like the "stress save". IMO Tough characters would go towards cyberware anyway, and they tend to have good saves. At the higher levels they'll have no trouble making the saves. (On another note, eventually every character has little trouble making their saves against massive damage, so small penalties wouldn't work.)</p><p></p><p>I think part of the problem here is that you're treating bioware like it's cybergear; I know that's how ShadowRun dealt with it, but it's really quite different. Why would the organs only cause serious problems when the bioware user is injured?</p><p></p><p>As for cyberware, it's inflicting penalties to Charisma. Unless the person using the cyberware is a Charismatic* that's only going to cause penalties to a few skill checks.</p><p></p><p>*Cyberware shouldn't penalize one class more than others.</p><p></p><p>Sorry for the negative review <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p>I haven't found using penalties to balance these kinds of benefits to work out that well. Instead, I would make the player give up something for these benefits. For instance, if you pay a feat, you can get some pieces of cyberware, pay another feat to get another type of cyberware, and so forth. (It's sort of like how, in ALTERNITY, you had to pay skill points to learn to use cybergear.)</p><p></p><p>I found using cash, Wealth penalties and XP costs all didn't work.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 1450295, member: 1165"] Well, I actually downloaded and looked at the document :) I didn't like the "stress save". IMO Tough characters would go towards cyberware anyway, and they tend to have good saves. At the higher levels they'll have no trouble making the saves. (On another note, eventually every character has little trouble making their saves against massive damage, so small penalties wouldn't work.) I think part of the problem here is that you're treating bioware like it's cybergear; I know that's how ShadowRun dealt with it, but it's really quite different. Why would the organs only cause serious problems when the bioware user is injured? As for cyberware, it's inflicting penalties to Charisma. Unless the person using the cyberware is a Charismatic* that's only going to cause penalties to a few skill checks. *Cyberware shouldn't penalize one class more than others. Sorry for the negative review :( I haven't found using penalties to balance these kinds of benefits to work out that well. Instead, I would make the player give up something for these benefits. For instance, if you pay a feat, you can get some pieces of cyberware, pay another feat to get another type of cyberware, and so forth. (It's sort of like how, in ALTERNITY, you had to pay skill points to learn to use cybergear.) I found using cash, Wealth penalties and XP costs all didn't work. [/QUOTE]
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