View Single Post
Old 06-16-2011, 10:37 PM   #15
Lex_BR
 
Join Date: Sep 2009
Default Re: Building a non-powered vigilante; Questions and Tips

Quote:
Originally Posted by Kromm View Post
There's nothing wrong with avoiding the gadgets rules altogether and using High TL, Signature Gear, and Unusual Background (Invention). All of these are social advantages of sorts, and fit the unpowered hero better than focusing powers through objects and pretending that they aren't powers because they're in gadgets. They also use items that have been well playtested and documented in the books, with clear costs and weights that you can use as limits should the player decide that he wants to engage in modifications via the Gadgeteer advantage. Point costs aren't nearly as good for that, because they can be arbitrarily adjusted using goofy limitations that may well not be there for any other reason but to keep costs down.
I was afraid that allowing the player to purchase everything through signature gear and wealth would mess up the balance of the game, it just seems to be a much more cost effective way to get abilities than buying super-powers of the mutant kind, for example.. But since more than one member of the forums seems to be suggesting this i'll give it a go and see how it plays out, thank you all for the tips and help !
Lex_BR is offline   Reply With Quote