Author Topic: Two cyberdisfunctions oddities  (Read 442 times)

Offline Ephafn

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Two cyberdisfunctions oddities
« on: May 07, 2010, 04:38:20 PM »
After I realized I didn't understood trauma correctly (http://www.gearheadrpg.com/forum/index.php/topic,1246.0.html) I started reading a little more the related code, and I found two things that struck me as being strange:
1 - At best, the Toughness skill can only half the rate at which trauma is accumulated. As long as you are above the Ego + Extropian limit, you always get 1 trauma point every 3 minutes. Then you get a Toughness check to see if you get an additional 1 trauma point. So, as long as you are going to go above the Ego + Extropian limit, there is no much need to take either Toughness or Extropian and installing all the cyberware you can't find is not going to give you much additional trouble.

2 - Curing status effects (including dysfunctions) using the Medicine skill requires you to cure it in a single roll. This is quite unlikely for most cyber-dysfunctions, so medic lancemates will waste all your first aid kits trying, but never succeeding.

Are either of these behaviour as intended?

My preferences would be to have the trauma accumulation be dependant of the difference between the total installed trauma and a Toughness roll, and have status have a random (non-zero) chance of being cured even if the skill roll was not high enough.