Mr. Johnson:
RE: SINs - The test is Device Rating x2 so DR 3 = 6 dice to roll. It's unlikely but possible to get up to 6 hits on a DR 3 or higher.
That's not the source of confusion. 6 hits on 6 dice is obviously possible if exceedingly unlikely. But if a rating 3 device has a limit of 3, then even if it rolls 6 hits it only gets to keep 3 of them. That's the point of the limits, it keeps things from going off the rails due to very low probability events.
The rule of 4 already prevents failing at parking the car if you're not completely incompetent, roll limits put a lid on the other end of things, where a very low probability of success becomes a guarentee just because the roll is getting spammed. Because you're right about even a rating 3 fake SIN being relatively useless when it's getting scanned a hundred times a day with rating 2 scanners, because eventually one of them is going to roll 4 hits. Unless those scanners aren't
allowed to get more than 2 hits.
Mr. Johnson:
RE: Qualities - There honestly aren't many positive qualities I would hand out in the course of the game because as I mentioned they're really things that represent years of conditioning or even raw genetics however there are temporary things you could earn in gameplay that I would offer you the chance to pay karma for to make it "stick"
For example you raid an R&D lab and recover research on biocompatibility. Ordinarily you would just sell the paydata and the game moves on but if you decide you want to add that quality we can talk about your character spending their free time (aka Karma) to reverse engineer a drug/gene therapy (or hiring people to do it for you) to give you that quality.
Another one I can think of coming up is Erased. A Johnson might wipe your record as part of a reward but it won't "stick" unless you put in the karma for it.
As for Negative qualities I like the idea of mechanical consequences for actions. Having characters struggle with addiction fits the themes of the game perfectly and while I won't be handing out negatives like candy I do expect players to pick some long standing problems and scars along the way.
There's nothing wrong with mechanical consequences for actions. I just don't like the way getting rid of a negative quality gained through play requires
both roleplaying working past it
and spending karma.
If you're addicted now, sure, have the penalties, have withdrawals, have willpower rolls to avoid falling off the wagon. Make the character deal with the problem until they get through it. But it shouldn't just be "Oh, lose eighteen karma because reasons."
Mr. Johnson:
it won't "stick" unless you put in the karma for it.
This is the core of the issue. If positive qualities are temporary unless you spend karma on them, negative qualities should be temporary unless you gain karma from them. The Johnson has you erased as part of the payment, but it wears off if you're not extra careful to keep your head down. Likewise, if you're hit with black ice and get scorched, that should be treatable.
This message was last edited by the player at 16:23, Mon 25 Oct 2021.