12-10-2012, 06:12 PM | #21 | |||
Join Date: Mar 2010
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Re: Gear rich, money poor
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12-10-2012, 06:31 PM | #22 | |
Join Date: Sep 2007
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Re: Gear rich, money poor
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http://www.mygurps.com/h_money.html?p=ih&v=0 Amount grows geometrically per CP. For example, 50 CP gets you 200x starting wealth in gear. 100 CP gets you 20,000x starting wealth. This not Wealth; it's a one-time swap. PK rules also offer Sig Gear plot protection as a separate feature bought separately. |
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12-10-2012, 06:35 PM | #23 | |
Join Date: Mar 2010
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Re: Gear rich, money poor
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12-10-2012, 07:05 PM | #24 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Gear rich, money poor
I think the myGurps solutions are elegant and endorse them. They are ALL worth looking through, are well thought out.
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12-10-2012, 07:17 PM | #25 | ||
Join Date: Jul 2008
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Re: Gear rich, money poor
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Though when you get to Mal and Han, I'd suggest that their somewhat struggling lifestyle can be justified by their other Disadvantages...if you don't mind the possibility that they'll eventually break out of it. Han's asset isn't that huge...the Falcon might be somewhat exceptional for a small freighter but it's really not that huge an asset in the Star Wars universe, unless it's compared to the resources of common-folk on an impoverished backwater like Tatooine. Meanwhile, Han has some very serious Enemies...and he does seem to make fairly real money, when he's actually making money rather than playing rebel hero. Mal's ship, meanwhile, is probably not one that's actually a great investment. It was sitting in a second-hand yard when he found it, it probably only survives by the grace of Kaylee, and Mal isn't really a man of business sense. He got a ship because he wanted a ship, and he keeps flying because he can't stand not to, not because it's necessarily the best way to keep fed. Man has a bit of an Obsession, even before he goes picking up his other problems. Quote:
On the other hand, having a Death Star in his kill log probably could place him as a highly-paid mercenary fairly soon, if he were on the job market as a pilot. (He wouldn't be worth that much as a foot-soldier until after Dagobah.)
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12-10-2012, 07:34 PM | #26 | |
Join Date: Dec 2006
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Re: Gear rich, money poor
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My point is: If the item can be leveraged for wealth then there needs to be some explanation AND mechanic for why its not being leveraged for wealth. If the item cannot be leveraged for wealth, then the item is worth a lot less then its 'sticker price'- these two factors are true in both the real world and can be reflected in the GURPS world very effectively and cover a huge number (possibly all) sources of 'item rich, money poor'. Luke Skywalkers' father's lightsaber is a great example of an item that is probably worth a fortune to the original owner only, radically less to sell- lightsabers are immensely personal items that are hand crafted, that are really only useful in the hands of a limited number of precognitive psychics. Lightsabers might have value based on lineage and ownership, to collectors, but as a weapon or item it would only be a curiosity to the world of money, and in and of itself not do anything to command money- to a non force-user its a prop to pretend you are a force-user, and probably priced as such. Another great real-world example is a tailored suit. I might pay $1300 to have a suit hand-made for me, if I loose some weight and the suit is now baggy on me and for whatever reason I did not have it re-tailored I'd have to search far and wide for a buyer, and probably get less then $200 for it. I can't leverage the suit for money- a finely made, but baggy, suit is not going to win me any advantage in negotiations and business vs a cheap but well fitting suit. Though perhaps I am misunderstanding you- could you list a few more examples; perhaps there is something I am not seeing rather then not communicating effectively. |
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12-10-2012, 07:55 PM | #27 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: Gear rich, money poor
I'm not tracking the problem with high Wealth coupled with high Debt. Then counter any implied status from the Wealth with a negative Reputation (Tramp Starship Captain)- a group known for thier shady pseudolegal dealings, lack of reliability, recreational barfighting, and occasional piracy.
Plus, since said captain cannot pay for his Status upkeep he loses it anyway, right? (I'm asking- I don't know.) Last edited by acrosome; 12-10-2012 at 07:57 PM. Reason: spelling |
12-10-2012, 08:25 PM | #28 | |
Join Date: Mar 2010
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Re: Gear rich, money poor
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And regardless - I am getting a lot of narrative help on why someone would or would not have a certain value of wealth with certain paired disadvantages, and that is not what I am looking for. I am looking for a rule that allows a character to have Wealth at one level but starting equipment at a substantially different level - WITHOUT adding disadvantages other than those that negate specifically and solely those advantages bundled into Wealth. I (and my players) will take care of the narrative. |
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12-10-2012, 08:34 PM | #29 |
Join Date: Aug 2009
Location: OK
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Re: Gear rich, money poor
The issue here is how character points intersect with in-game profits. When we're talking about something like the Millennium Falcon, we're talking about a capital good. It's going to multiply your income if you use it for that purpose. It would be the same as if you owned a factory in the nineteenth century.
The way I would price that is to figure out how much it's going to increase your income per session, and then price it based on that. If there are three pay periods per session, that item should be priced differently than if there are three sessions per pay period. I think. Or it might not make sense to price it as a capital good at all if you're running a one-shot where it's not going to come up. I would price it based on the frequency that it would matter in the game. The other issue is purchasing items that don't increase your income in any way, but that are still expensive. If you can't monetize it, like that fitted suit, then it should be priced using the normal wealth rules, as per PK's suggested rules (or something very similar). Maybe you could split the Wealth advantage into two parts: Assets and Income. You could adjust the value of the Income advantage by how often it comes up in the campaign. If it's rarely going to come up, then apply a price modifier. I'd figure some numbers based on what percent of sessions you earn any money, and then apply something like an Accessibility or Gadget limitation to capital goods. If you own the Millennium Falcon, maybe you pay for it out of Assets, and then put a limitation on your Income to represent needing to have your ship available. It might make more sense to have only separate income rolls, with the Income advantage working as a modifier on your income rolls, where the modifiers to the roll are priced separately. Maybe that would be something like Income +3 (Gadget, Millennium Falcon, -x%) [?]. I would have to sit down and figure up what all the different numbers should be on this stuff. This seems to be one of the biggest problems we have in GURPS: figuring point prices of traits that give you advantages over time in-play. It's the same problem we have with trying to price a trait that allows you to learn skills faster. How should that be priced? We need to figure an answer for that.
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12-10-2012, 08:42 PM | #30 | |||
Join Date: Mar 2010
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Re: Gear rich, money poor
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And General Grievous cannot be the only person crazy enough to want a lightsaber and borged enough to not have much to risk... Quote:
And again, the issue is not the story behind it - it is the severability of Wealth into its component parts. |
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