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Old 12-07-2013, 04:51 AM   #11
DangerousThing
 
Join Date: Mar 2013
Default Re: [DF] "Racial" gear and Signature Gear

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Originally Posted by sir_pudding View Post
Elven Rations are a much better deal than Dwarven Rations, though.
Does this mean that Elves are more nutritious than Dwarves?
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Old 12-07-2013, 05:07 AM   #12
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Default Re: [DF] "Racial" gear and Signature Gear

You need a properly balanced diet. A third of your slave pens should be filled with elves, a third with dwarves and a third with either halflings or humans.
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Old 12-07-2013, 12:02 PM   #13
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Default Re: [DF] "Racial" gear and Signature Gear

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Originally Posted by Peter Knutsen View Post
and no one has seen fit to issue an official improved update.
I'm probably completely incapable of understanding what you think is wrong with Signature Gear, but Power Ups 5: Impulse Buys has a fix for Trading Points for Money that makes that option much more attractive compared to Signature Gear.
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Old 12-08-2013, 12:29 AM   #14
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Default Re: [DF] "Racial" gear and Signature Gear

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Originally Posted by sir_pudding View Post
I'm probably completely incapable of understanding what you think is wrong with Signature Gear, but Power Ups 5: Impulse Buys has a fix for Trading Points for Money that makes that option much more attractive compared to Signature Gear.
Signature Gear does several things at once, and one of those things isn't very clearly defined. Much better to have the two separate: Have a good, well-designed character creation mechanic for spending CP to get extra equipment budget (or ready cash), and then have another mechanic to handle "plot protected" gear.
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Old 12-08-2013, 12:43 AM   #15
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Default Re: [DF] "Racial" gear and Signature Gear

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Originally Posted by Peter Knutsen View Post
Signature Gear does several things at once, and one of those things isn't very clearly defined. Much better to have the two separate: Have a good, well-designed character creation mechanic for spending CP to get extra equipment budget (or ready cash), and then have another mechanic to handle "plot protected" gear.
Then separate them for your game.

I don't charge characters for any gear that helps define their character.

Then I use Sig Gear as perk for the plot protection.
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Old 12-08-2013, 01:24 AM   #16
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Default Re: [DF] "Racial" gear and Signature Gear

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Originally Posted by Peter Knutsen View Post
Signature Gear does several things at once, and one of those things isn't very clearly defined. Much better to have the two separate: Have a good, well-designed character creation mechanic for spending CP to get extra equipment budget (or ready cash), and then have another mechanic to handle "plot protected" gear.
Enthusiastically seconded.
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Old 12-08-2013, 03:28 AM   #17
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Default Re: [DF] "Racial" gear and Signature Gear

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Originally Posted by Peter Knutsen View Post
Signature Gear does several things at once, and one of those things isn't very clearly defined. Much better to have the two separate: Have a good, well-designed character creation mechanic for spending CP to get extra equipment budget (or ready cash), and then have another mechanic to handle "plot protected" gear.
That's exactly what PK does here and for for games where hugely expensive pieces of gear like spaceships or battlesuits are common it works very well. I wouldn't use them for my DF-esque games, because an extra thousand dollars for 5 points is a bit on the pricey side, but that's the only complaint I have.
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Old 12-08-2013, 08:34 AM   #18
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Default Re: [DF] "Racial" gear and Signature Gear

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Originally Posted by Anders View Post
Certain races (e.g. dwarves, elves) get a 10% discount when purchasing gear made be their race. Since the price of Signature Gear is based on price, does this discount extend to that?
The 10% discount is a manifestation of the "Cheaper Gear" perk. The discount can be as high as 40% with a narrow enough focus, like "Elven Bows" or Dwarven Axes" or "Spidersilk Armors".

This leads me to believe that reducing the cash cost via your special circumstances perk should NOT have an impact on the sig. gear price...
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