GLΩAMING
SOC-7
While reading through the CSC and Core rulebooks for MgT1/2, I've noticed that the lists of augments are somewhat lacking, both in consistency and number. You can pay 600 credits for one augment, and 5 Megacreds for another which might only provide a minor advantage. Additionally, they are balanced such that anyone with a decent budget and access to a good dealer can swiftly pass the boundaries of sane 2d6 modifiers, and stack up +4 or +5 modifiers on many skills.
I'm planning on running a campaign leaning into cybernetics, how have some of you homebrewed your own cybernetics and/or have altered rules to make them more balanced?
I'm planning on running a campaign leaning into cybernetics, how have some of you homebrewed your own cybernetics and/or have altered rules to make them more balanced?