And I'm aware you were lying in the gutter,
'Cause I did everything to be there by your side...
Back from the fucking dead, just in time for Halloween. I gotta be honest, this is probably not me returning to regular updates. I've been focusing on fiction writing, and anyway... I think I probably said everything of value that I have to say. Nobody wants to read personal opinions on the progression balance of a dead and abandoned edition of Shadowrun.
So today, the topic is personal opinions on the progression balance of a dead and abandoned edition of Shadowrun.
So today, the topic is personal opinions on the progression balance of a dead and abandoned edition of Shadowrun.
My current game of SR3 has about a year left, and while that sounds like a long time for most games, for us it's 12 sessions. That sounds like we're close enough to the end to unpack some of the problems I have with the system, and honestly... it's worse than I thought when we started this game. This is the first time we made an attempt to bridge the gap between cybernetically enhanced and magic-using characters, and I definitely, solidly think we didn't go far enough. I'll unpack the evidence I've got and possible solutions today.
I did a whole post on this that you can read at your leisure, but the gist of it is that magically active characters scale their powers blindingly fast compared to a character who scales with cyberware. Not only that, but the high and scaling cost of skills(more on that below) and the relative lack of ability score applications means the magically active character is guided toward blowing all the karma they can on initiation. Raising a skill from 6 to 7 will cost ten karma, and from 7 to 8 will cost twelve. Initiation with a group and an ordeal (which, let's face it, will be the vast majority of characters) is as low as nine karma for grade one, and ten for grade two. Compare a single extra die in a skill to a full point of physad powers, a raise in your magic rating(which, admittedly, may or may not matter much) and a metamagic power. The choice, most of the time, is obvious.
Like I said, our GM used several house rules in an attempt to alleviate this. We lowered street index, lowered the costs of higher grades of cyberware, raised costs on initiation, and gave group discounts on skills. Our characters have just gotten to the one hundred karma milestone, so it's an excellent time to see how those attempts to close the gap played out.
Let's address skills first, since this was (mostly) our best success. We saw a lot of buying skill groups in character generation and early on, which slowly fell off. It's obvious that was going to happen. It worked out well, for reasons I've gone over at length. Later on, the characters focused on buying up individual skills, which revealed something a bit problematic. Our group has always gone with the original printing of the Mnemonic Enhancer, which was that it reduces skill costs by 1 per level. This... is probably too powerful. Since I focused on buying a wide amount of skills up to four instead of improving a smaller list past six, Flamingo has a frankly embarrassing array of things she's capable of doing. Part of this is just how the system works, but part of it is that the Mnemonic Enhancer discount is much nicer at lower skill upgrades than higher ones. Mnemonic Enhancer should probably be knocked down to providing a two point discount, one at its first level, and one at its third.
How did karma shake out in terms of magic power? Well, for the awakened characters of the game, it went okay. I don't think the raise in initiation costs impacted them much, but neither were they optimizing their builds very much. What could they have by now if they were? Let's see.
Our modified system is (5 + new grade) times 3, then reduced up to forty percent if you do everything you can to reduce it. Assuming they did just that, seven grades of initation would be 116 karma. Allowing for the fact that they've all bought the maximum (three) amount of karma every session, this would easily be possible, with grade eight either being on the horizon or attained already.
Where would they be if we didn't modify the rules at all? That would be (5 + new grade) times 1.5. Given the exact same 116 karma, they'd be grade eight, looking at grade nine soon, if they didn't have it already.
Hardly a difference. So frankly, we didn't do enough for me to want to bother with a house rule. I'm going to unpack my problems with initiation later(in a different post), but in general I don't fault our GM for being wary of going further. House rules aren't for enacting a total restructuring of your game.
Now, how'd money shake out? This is more informal, because Flamingo started later in the game, and I don't have exact figures on our Nuyen totals. Full disclosure: I could get those numbers, from our GM, and I just don't want to do that level of math when I already know what the problem is.
For cyberware, we lowered the cost of higher grades, slightly reduced Street Index, and basically hoped that making Initiation more expensive would close the gap. If she was there for session one, Flamingo would have begun the game with all or mostly Alpha-grade 'ware. At this point in our career, she has fully beta-grade cyberware and a small amount of extra room for upgrades. Her Guardian Angel system can charitably be called a major new purchase she would have made in the portion of the game that I was playing Shivani. Following that, She has purchased one major new piece of 'ware: cultured tailored pheromones II.
So compared to seven grades of initiation, that doesn't sound great. Allow me to make it worse: The party agreed to fully fund Flamingo's cyberleg upgrades from standard to beta, and without them gifting me 1.32 million nuyen for it, She wouldn't have ever gotten them. She'd be stuck more or less in the same spot for 48 or more sessions and probably ending the game without a significant difference in her 'ware. Even as it is now, I'm still wondering how many of my (meager) planned upgrades I won't be getting.
So compared to seven grades of initiation, that doesn't sound great. Allow me to make it worse: The party agreed to fully fund Flamingo's cyberleg upgrades from standard to beta, and without them gifting me 1.32 million nuyen for it, She wouldn't have ever gotten them. She'd be stuck more or less in the same spot for 48 or more sessions and probably ending the game without a significant difference in her 'ware. Even as it is now, I'm still wondering how many of my (meager) planned upgrades I won't be getting.
And I want to point out that, despite the lowered costs, I've completely abandoned the idea of getting delta 'ware. It's a pipe dream. It won't happen. I could find a clinic, I have the social skills. I simply don't have the nuyen.
The other thing worth mentioning before we go over the real problem is that we've been given plenty of nuyen. From a certain point of view, too much. We're a once-a-month game, so the rewards were always going to be bigger: it sucks going several months between upgrades, even if it's only been a few sessions. However, while Flamingo is terminally broke... every other character has hundreds of thousands of nuyen in their bank account and relatively little idea of what to spend it on. Despite the fact that Flamingo is desperate for more so she can actually utilize the room her leg upgrade made in her build, we've inarguably been given too much.
Is some of that cash flow difference inexperience in play, not knowing what to buy? A little. Is some of it the fact that magically active characters in general rely less on gear? Yes. Does everyone else include, bizarrely, the rigger and the insertion decker? Also yes.
Is some of that cash flow difference inexperience in play, not knowing what to buy? A little. Is some of it the fact that magically active characters in general rely less on gear? Yes. Does everyone else include, bizarrely, the rigger and the insertion decker? Also yes.
Let's look at those leg upgrades. Kid Stealth legs are 100k Nuyen. Beta cyberware in our house rule system is x3 cost, and Kid Stealth legs have a SI of 2. There's a 10% extra cost for the ability to remove and replace the lower leg(which I haven't even been able to take advantage of) for a total of 660k nuyen per leg for an admittedly large essence return of 0.4 each.
In theory, a sammy can double their amount of cyberware from first to final session, if they go from all standard to all deltaware. In practice, they'll be starting with mostly alphaware and upgrading to mostly betaware, for a rough increase of a mere 20%. In most cases this means that, over the life of a game, the most you can really hope for is to add a half dozen minor pieces of 'ware, or one or two major ones. Even if we assume 'ware is twice as powerful per point of cost compared to physad powers(It's not), that's still less than half as many points as the physad got over the same length of time.
That won't ever change, really. Playing with essence and bio index costs would be fiddling with a house of cards, and I won't be doing it. What can we do? Which solutions would work, and which wouldn't?
Solution One: It is what it is.
This is the one where we all simply agree the system's too busted to fix elegantly. Lots of magically active characters, sammies rarely(if ever) get upgrades, and we all agree that while karma is distributed equally, nuyen will not be. Either that, or everyone just plays a physad or a mage.
Needless to say, I don't like this one.
Needless to say, I don't like this one.
Solution Two: We don't take kindly to mages around these parts.
We could just fuck with initiation. If we double the cost of it, you're still coming out ahead compared to the poor sammy. Play whatever you want, because upgrades will be small and incremental.
This doesn't work at all. Initiation costs ought to be tweaked, but they're not in a terrible place. Not only that, but this doesn't exactly solve the nuyen problem: The magically active characters will still be flush with cash if you give anyone enough nuyen to actually upgrade their 'ware.
This doesn't work at all. Initiation costs ought to be tweaked, but they're not in a terrible place. Not only that, but this doesn't exactly solve the nuyen problem: The magically active characters will still be flush with cash if you give anyone enough nuyen to actually upgrade their 'ware.
Solution Three: Call your uncle who works at Kash-4-Karma.
We could raise the output of selling karma. Every awakened character in our group bought karma, up to their limit, every session. Nobody ever sold karma. Ever. Flamingo was the most likely candidate, and I never did because despite the output being raised to 10k nuyen for 1 karma, it never felt like enough. It's a precious resource, and I had plans for it! I wanted to buy skills too. Giving up a whole skill at rating 4 just to get less nuyen than I'd need for one upgrade never felt worth it.
Selling karma would have to give 20k or more before it was worthwhile to do it, but I'm not confident about raising it so high. Added to that is the fact that buying and selling karma being so far removed from each other in cost creates problems of its own.
Not only do I not think this works either, but I don't know if selling karma will ever work. Ever.
Solution Four: Just overhaul all of the cyberware and bioware costs by hand, NBD.
SR5's solution to this problem was to reduce the scale of nuyen in general. Things cost less, with 'ware being the biggest discounts, but you get less for character generation. In addition to "the million" being the much less cool sounding "the 400k" but having roughly the same buying power, Street Index is gone as a concept.
Overhauling the costs of the whole cyberware and bioware list is too much. It's too much work, too likely to go wrong, and too much to ask of a group of players. Note, however, that Street Index doubled the cost of Flamingo's leg upgrades for basically no reason. Without it, She would have been looking at the still steep but much more attainable cost of 330k per leg, or 660k.
Eliminating Street Index from the game can only improve it. It's unwieldy, sort of asinine in concept, and it causes huge problems for street samurai. If costs of 'ware go down, the GM can give less nuyen for the same effect: the sammy will still be broke, but the other characters will no longer be flush with so much nuyen that the monopoly guy is blushing. There are absolutely individual pieces of equipment in the game that would need to be raised in cost to compensate, but I'm willing to bet the list is less than a dozen items.
It's obvious which one I'm going to do, if and when I run. I never liked Street Index, anyway. Will it be enough? Honestly, I don't think so. Delta cyberware will remain unattainable and cybernetically focused characters won't ever see the amount of upgrades and cool new things magically active characters get. The system seems to think that risking magic loss in certain situations is a balancing factor, and... I'm simply not convinced. I've never been convinced. You can effectively "lose" up to twenty karma if you lose a point of magic at a high initiation level, but at 5k nuyen a pop, that's 100k. Go re-read my section on Flamingo's leg upgrades again and use that info to infer how bad I feel for you.
This post is titled very carefully: I call this problem The Divide because I fear that SR3 is irreparably broken in this respect, and all we can do is make the Grand Canyon sized divide a bit smaller and a bit less painful. On some level, it'll always be this way. After all:
Some characters want nuyen. Every character wants karma.
I think we're playing Shadowrun again either way once this game's over... so I guess we'll see what shakes out. Until next time.