Quote:
Originally Posted by AlexanderHowl
It really depends on what flavor of cyberpunk. In general, it is a good system if you treat cybernetics as advantages that cost points, as money is too cheap in GURPS to serve as a good game balancer. For example, a TL9 character with Multimillionaire 2 possesses $300 million in personal assets, $60 million of which may be in adventuring gear. Even if you are charging $15,000 per CP, they can easily purchase 2,000 CP worth of cybernetics without much trouble for the cost of 100 CP of Wealth.
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Thanks for the heads up.
I was planning to run a classic digital heist type game where the starting characters are street level guys that are mostly motivated by money. Because of this I wouldn't allow Wealth related advantages.
But your point stands if the characters score big at some point. It might be advisable to limit the cyberware's availability and reliability to offset this.