Re: Cybernetic costs and modifiers both 3e & 34e
The biggest problem with 3e cybernetics, and the one I presumed sir_pudding was referring to, was the 1/5 cost divisor for obvious cybernetics, with baseline cybernetics not being easily distinguishable from natural features.
This meant that a full-body cyborg, whose appearance might otherwise be worth a few points of social disads, could take 1000 pts of cyberware on a 200 pt budget, which was seriously unbalancing. Presumably that's why we don't see it now in 4e.
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