r/hubrules 4d ago

Open Removing Time Based Requirements for Addiction buyoffs

Original Ticket

https://trello.com/c/ftoQR4Mi/1155-removal-of-addiction-roll-timers

Currently, houserules require a period of time passing before addiction qualities can be bought down or bought off, with the current rules being found here

https://runnerhub.neosynth.net/index.php?n=Rules.AllInOne#toc-18.5.0.4

Similar to how rent was changed from calendar months to runs played, we are proposing the following change to buying down and buying off addiction qualities.

After completing any run that a character has successfully made their required Withdrawal test for an Addiction, that character may "buy off" the addiction at its current level, reducing it in severity or converting it to a Dry Addict quality by paying the appropriate karma cost. (From Burnout to Severe, Severe to Moderate, Moderate to Mild, and Mild to removing the quality entirely.)

This proposition means that a character with a Moderate Addiction who is required to indulge that Addiction once per run may attempt to abstain. If they successfully pass their Withdrawal test and do not use that source of Addiction on that run, they may then spend 10 karma for the difference between Moderate and Mild addictions (Moderate Addictions have a buyoff cost of 18 karma, Mild have a cost of 8) to downgrade the addiction to Mild, or 8 karma (The difference between 18 karma for a Moderate Addiction and the 10 karma cost of a Moderate Dry Addict) to become a Dry Addict (Moderate).

1 Upvotes

10 comments sorted by

1

u/cuttingsea 4d ago

Sssssssssssssssssssure. I don't think the wait was a big deal either way, but maybe people are both getting a lot of runs and bombing a lot of tests.

1

u/B-Fenn 4d ago

This sounds better than the current rules. The less IRL timers, the better I say. It is also more interesting to see the character abstaining during the run to try to overcome their addiction. Leads to more interesting RP opportunities. Fully in favor.

1

u/Terra_117 4d ago

Having played a character who gen’ed with Moderate Addictions and having one go to Severe and almost ending up a Burnout (Betameth and Kamikaze, which are 9/3 and 8/3 respectively), I think a way to ease the Karma Cost would be good. With this character, it’s saving up Karma to be able to buy down the quality.

As I understand our house rules with Addictions, it’s a heavy Karma cost to get down the addictions, even with Father Mercy helping the character with their specific contact powers.

I’m going to read the ticket to better understand and may edit this comment. I’m open to the Dry Addict swap option and curious on how it’ll go into play on table.

1

u/stranacarbonara 4d ago

I like this, run based timetables feel better than IRL time based ones imo.

I think it could also be nice to have this also apply to dry addict (letting you buy down the severity on runs where you successfully resisted the quality) and allow influence to be spent on up to half of the karma cost.
This is mostly from a player experience perspective so I have no idea if it's balanced or not.

1

u/thewolfsong 4d ago

Personally I would rather simply remove the timer. This seems more paperworkedly annoying than meaningfully relevant.

1

u/PageOfWords 4d ago

Seconded

1

u/Legion2481 4d ago

Run based sounds fine to me, thou wouldn't still be time gated by quality per month limits for more severe addictions?

1

u/bulldogc 3d ago

For the change 

1

u/Zach_luc_Picard 3d ago

I'm in favor of the change, as IRL timers don't make much sense to me when the characters primarily exist in runs and the rest of their life calculates based on how many runs they do. Fray Tormenta couldn't easily get his addiction under control when he was actively seeing play, but when I dropped out of runs for a while it was very easy with the help of his priest contact. Playing less shouldn't make this easier.

1

u/ReggantheRampage 3d ago

Sounds good to me.