One thing we could do to make dynamic bonuses make more sense is force players to explain them. To give some context as to exactly what the fuck they're doing that gives them bonuses. AND how about this: The dynamic bonuses are only available to people with +0 or lower in the stat they're trying to use. We'll assume that if you're at +1, you've already got the knowledge and skill and that any amount of prep won't significantly increase that.
This would let +0 newbies get the benefit of prep without causing every turn to be high end players punctuating a turn with "And charge a bonus".
If we do wanna keep the dynamic bonus, then these restrictions seem ok to me, though it does mean that pw will have to be more vigilant.
One thing I have been thinking about is the weirdness of boosting physical stats and having those stats carry over into new bodies. That is something that is a complete gameplay convention and makes zero sense. But I'm not sure how to change that.
As has been said, you could start rolling again for people who temp die so they could lose points in certain stats to show this. As for people who willingly move into another type of body... It'd be difficult. Stuff like dex can be explained by saying you don't just need agility, but also need to know how to use it (if I suddenly got a perfect body, I still couldn't do world class gymnastics, cause I have no idea how to place my hands or move my legs and such). But for strength, endurance and charisma and such it's weird, yes.
Also, I again say that I think normal robobodies should cost 5 tokens or so, due to the benefits they grant at virtually no downsides. Not being allowed to advance physical stats is also an option, but honestly, most people use gear to cover that (except maybe dex).
That is a good question, though unless someone can come up with some damn good rules using other dice, I'd rather shoot for something that still uses RTD rules, if only so this giant shift in mechanics isn't even more drastic.
We should totally turn this thing into a proper rpg someday. After all, it isn't like other games set in a standard 'generic fantasy world no. 59', it has an internal logic and lore of its own.
Small question: am I right that stat boosting pills would still work in the same way, but now just increase your 'adeptness'? Secondly, would there be any sort of practical cap to levels? As in, does increasing from +4 to +5 actually add anything worthwhile, or is it a 'diminishing returns' sort of thing?
Actually I think I might just get rid of Dynamic bonuses and have the pills take their place.
That way someone ACTUALLY USES THEM. Besides milno that one time.
Also yeah, I'd say +3 would basically be expert level. You could keep going but it won't matter in 99% of circumstances, unless there are lots of details to fiddle with.
I reject all limitations on synthflesh and robobodies, mainly because it makes no sense that fleshy humans can be stronger than killbots and space berserkers... also because my character is one, but mainly because it makes no sense.
I also reject loss of stats during death, because newbies really dont need that handicap.
And robot bodies suddenly becoming more resistant to damage or fatigue, how do you explain that? At least fleshy humans becoming silly strong can be explained away by saying they got gene treatments or something. Because if we wanna go fully logical, there are quite a few things that robot people could suffer from.
Though I concur that the second thing might be something that mainly screws those more probably to die (aka newer characters). Then again, that is how it used to be, and those people turned out alright.
Could always make it so that, in order to level up physical stats as a robot or synth-flesh you have to pay some tokens to modify the body.
Or maybe some better genemods that only humans can take.
This is a good possibility too. Might need to stick a suggestion box out in front of the infirmary.
PW, could tell us what kind of bonus the amp specialist would have had in the new system? Secondly, will mind point pools and such still work the same way, or not? As in, will every point invested give a higher pool, or only at +1 brackets?
Well, amp specialist would probably function differently regardless if we see them again. But Probably a +3.
And mind points would work pretty much the same. I might fuck with them a bit, but nothing major.