09-21-2020, 01:56 PM | #11 | |
Join Date: Aug 2018
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Re: Universal Advantages and Disadvantages
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That's one way you could technically do it. Like instead of "I have 1 DR in other dimensions" you could just be "this is cartoon dimension where everything automatically fails to resist the affliction of 1 DR making them hard to hurt" |
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09-21-2020, 02:51 PM | #12 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Universal Advantages and Disadvantages
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I'm guessing your problem is that not everyone has the same one, otherwise slapping a simple price tag on them ($10,000!) would work. If that's the case, may I suggest looking at why some people in the setting have more effective versions than others?
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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09-21-2020, 03:10 PM | #13 |
Join Date: Aug 2020
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Re: Universal Advantages and Disadvantages
To ericthered,
The more powerful ones are the newest made (It is a fairly new tech in-universe) but the "Theory" of how they work is well known so they can be highly customised (if you have money). The idea of having a base cost and then multiplying it for some amount of points over sounds good Like a generic one (the 88 cost one for example) might cost some amount of money and as it is below 100 points that is all. But for each 25-50 points or so the price doubles? The one I thought would be good for adventures (Very customisable but only using "Normal" slots) was 198 points, using 25 points as the increment that would be 16x price. Additionally custom ones could stick another 2x multiplier on top of that rule. I honestly can't think of good numbers for this but I think I get what you mean. Also to others, I already am using gadget limitations. If I wasn't the point values would be even more absurd Edit: $2,100 at base for a month of pay at the tech level. So that would be $33,600 for the adventurer's one. Does that sound about right? Last edited by Boyboy180; 09-21-2020 at 03:19 PM. Reason: Adding some numbers for a note |
09-21-2020, 03:27 PM | #14 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Universal Advantages and Disadvantages
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Can you jump ahead of the curve, or are you limited to the very newest? If I'm an eccentric Billionaire, how high can I go before the GM says "They don't make them that good. not yet?" do they loose value as time goes on, and how fast are the new ones coming out? If I spend 20k on my adventurer's version, how long will it be before I need to spend another 20k on this year's model in order to keep up? Both of those questions can possibly provide useful limits to the technology that will help it make your setting rather than breaking it. As an aside, I find that letting technology have more than about +2 to skill levels is paradigm changing in a way that raising DR, allowing flight, healing yourself instantly, or punching through a tank do not.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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09-21-2020, 03:40 PM | #15 |
Join Date: Aug 2020
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Re: Universal Advantages and Disadvantages
"Practicality" would be the limitation. They can't really be minimized.
The Adventurer version, or maybe a little bigger might be the largest you can make that varied. The Adventurer version looks basically like a large pocket watch and they would just grow larger. The versions that are being statted out are the ones designed for people to carry, sure you could build them into something bigger (Like a sword or shield) but these things are not that sturdy (Imagine putting clockwork into a sword or shield and you get the right sort of idea) Put simply: More slots (And higher quality slots) need more space, more space means a bigger item, bigger item means it is harder to carry around. Sure they can make vehicles out of this tech but they work differently. |
09-22-2020, 08:26 AM | #16 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Universal Advantages and Disadvantages
I personally think that 25 points per doubling may be a bit generous, but if you expect adventurers to be walking around with an extra 100 points on theirs, it might be the right rate. I'd repeat my concerns about being able to throw 100 points of weapons skill (or even engineering skill) onto someone using tech though
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
09-22-2020, 09:19 AM | #17 | |
Join Date: Dec 2007
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Re: Universal Advantages and Disadvantages
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09-22-2020, 11:57 AM | #18 |
Join Date: Feb 2016
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Re: Universal Advantages and Disadvantages
The problem with that rate is that Wealth becomes even more powerful of a trait. If we assume $10,000 per CP for the first 25 CP, and then doubling per 25 CP, a character with Multimillionaire 2, which is 100 CP, can spend $20 million (10% of starting wealth) to purchase 125 CP of abilities. At Multimillionaire 3, which is 125 CP, the character spends $128 million for 175 CP of abilities. At Multimillionaire 4, which is 150 CP, the character spends $576 mlion for 225 CP of abilities.
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required advantage, required disadvantage |
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