From: | "Ratinac, Rand (NSW)" <RRatinac@*****.REDCROSS.ORG.AU> |
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Subject: | Senses and recoil. |
Date: | Wed, 16 Sep 1998 13:41:06 +1000 |
This is it - a milestone...my first (three) questions for ShadowRN. :)
First - I've never seen this one addressed anywhere. What's the
consensus on the Improved Physical Senses physad power? Are they treated
as 'natural' senses, or 'enhanced' (equivalent of cyber) senses? This
one's mainly important when dealing with low-light and thermographic
vision. In the vision modifiers table in SRII and SR3 (I don't know
about SRI), natural low-light and thermo offer better modifiers than
enhanced low-light and thermo. (i.e an elf's natural low-light or a
dwarf's natural thermo is better than a human sammie's bought low-light
and thermo.) So - what do the physad powers qualify as? Personally, I
lean towards 'natural' senses - but IS there an official ruling on this
one?
Second, a roleplaying issue. How many GMs out there have ever had a
sammie (or maybe a physad) roleplay being confused when he switches on
all his enhanced senses? I mean, this isn't ever covered in the rules,
and I don't think it needs to be, but as far as I know the human brain
isn't really designed to deal with high and low band hearing, amplified
hearing, spatial recognition, and thermo and low-light and magnified
vision all at once! I suppose it's reasonable to assume that all the
cyber has bits of programming that help you deal with all the extra
information, but I also think it's reasonable to assume that someone
with maxed out sensory enhancements would likely be dealing with
information overload (somewhat similar to the Overstimulation spell,
perhaps) at the very least for a few seconds, if they switch everything
on all at once. I don't think it would apply so much to a physad,
because (as I see it) magical powers are more 'natural' and are easier
to deal with. I don't know about you guys, but I think if I ever had a
player who roleplayed something like that I'd give him or her bonus
roleplaying karma. Anyway, what do you think? WOULD that be an issue? Or
what?
Finally, the high strength and recoil modifiers rule from FoF. You know,
the one that lets you absorb one point of recoil for every two points of
strength above 3. Now, I've always used that since I got FoF (lovely
rule I think), but I was just reading SR3 and I noticed this hasn't been
included as a mainstream rule. Am I to assume that this is still an
optional rule and may or may not be used, depending on what the GM
thinks?
Well, sorry about the length of this, but I'm too busy to bother with
separate posts. :)
Doc'