I released a first version of the potion gen using a bit of time I had this evening.
I might be able to give everyone a potion...thats a thing I could do...
Pro on principle, against it personally, mostly because i severely doubt that one of those potions would give any positive effect that outweighs its potential bad effects. Wouldn't be a problem if this was still a fresh character, but as it stands there's not a whole lot for me to gain I suspect, compared to what I might get (things that mutate my body, for good or bad, are worthless either way, only positive mind upgrades really help).
And, if you hide the rolls, that means that players are able to, without knowing, inflict horrific, possibly permanently fatal damage upon themselves and others by trying to be creative.
In what way could this possibly be a bad thing for the game?
Because people would become scared of using it perhaps?
Yes, cause messing with your genes and biochemistry is certainly not a risky thing at all.
On the other hand, ER is a world where one can decapitate himself and be guaranteed survival from hooking up his brain to a computer and robobody. Imagine doing nanosurgery to correctly reconnect all those individual nerve endings! What horror. And never are there complications or anything, nobody that is unable to adapt to his new state of being.
I'd personally say that, if people really want that element of uncertainty with genemods, then make it so side effects and such are inherent to the procedure of getting one, not tied to the particular genemod. For example, anytime you get one there's a small chance of bad shit happening, going from the mod not taking hold, body violently rejecting it with some stat loss, or random hilarious mutation of sorts (how
that would realistically work is a mystery to me as well). that means people can still design what they want, having to balance it out and adequately explain it, without the whole thing becoming so unreliable it becomes unfeasible.
Biotech is hard and unpredictable for really complex systems, sure, but in ER tech is so advanced that I do think we should be capable to reliably design things and achieve a desired outcome (after all, synthetic biology is a thing in real life already, and ER is vastly ahead of RL).
Tinker is anything but a perfect reality simulator. It does not simulate matter interaction on a molecular level, it uses pre-defined interaction principles to show you what will happen. I doubt it can even be used to develop new chemical substances.
I used it to develop the goop chemical mixtures and their interactions and behavior in different circumstances, your prediction has been falsified. Besides, if tinker can simulate big things such as Hexbarax, I could see it simulate a single organism to a workable degree (as in, well enough to tinker) if it can allocate enough computing power.
The real issue, I feel, is that a player claims absolute knowledge and goes unchallenged because of their technobabble being incomprehensible rather than the idea being sensible, and I find that to be an inadequate breach of the player-GM contract.
Even if that became too big a problem, there is the failsafe of gameplay balance, which will always overrule no matter how good you can outmaneuver, technobabble, or turn PW's words against him over the course of weeks. Just ask Syv.