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Old 09-22-2016, 06:32 AM   #31
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

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Unlikely to come up, as there are no spaceships on the gear list in Adventurers. :)
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No, but you could easily spend tens of thousands on a weapon or piece of armour.
Or a Keep or a Sailing Ship.

I hadn't realized that SG had changed in After The End, but now that I go back and read it it does appear to be a flat 1/item. Honestly, I think it would work better as some sort of sliding scale, something between 1 for low value items and 10 for items that are either insanely expensive or priceless. But c'est la vie.
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Old 09-22-2016, 08:36 AM   #32
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

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What advantage do you find in that format?
It's cleaner and easier to read.
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Old 09-22-2016, 10:01 AM   #33
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

I sincerely hope this thread doesn't devolve into a pointless debate about "whose opinion is right?" regarding the stat block. For the record, we decided upon this format for the Dungeon Fantasy RPG because it was easier to read than, but still clearly an adaptation of, the existing GURPS character format. I know that some people will wish we changed more, while others will think we went too far, but I'm hopeful that this formatting change will be seen as a net positive.

Heh, I'm really looking forward to seeing what y'all think about Adventurers' new format for templates. Now that changed quite a bit . . .
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Old 09-22-2016, 10:10 AM   #34
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

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It's cleaner and easier to read.
Interesting! I feel the exact opposite. It certainly takes up less space and is probably a lot easier to format for folks trying to just bang out a character sheet in Word. But I can't decipher it at a quick glance, which I consider an important feature.

The rest of the page is great. It's just those first three or four lines...
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Old 09-22-2016, 10:18 AM   #35
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

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I sincerely hope this thread doesn't devolve into a pointless debate about "whose opinion is right?" regarding the stat block. For the record, we decided upon this format for the Dungeon Fantasy RPG because it was easier to read than, but still clearly an adaptation of, the existing GURPS character format. I know that some people will wish we changed more, while others will think we went too far, but I'm hopeful that this formatting change will be seen as a net positive.

Heh, I'm really looking forward to seeing what y'all think about Adventurers' new format for templates. Now that changed quite a bit . . .
Will there be new character sheets that matches this format for DF characters? and will that be available as a per the normal character sheet found online?
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Old 09-22-2016, 10:48 AM   #36
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

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Honestly, I think it would work better as some sort of sliding scale, something between 1 for low value items and 10 for items that are either insanely expensive or priceless. But c'est la vie.
Why, when the cost of the item is already factored into the cost of buying the item before plot-protecting it with Signature Gear?
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Old 09-22-2016, 12:08 PM   #37
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

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Why, when the cost of the item is already factored into the cost of buying the item before plot-protecting it with Signature Gear?
Because the benefit of plot protection is that it keeps you from needing to *replace* the item, which does scale. A promise you won't lose it is arguably a bigger advantage for a starship that consumed all your assets in the first place than it is for a $5 pocket knife. You can argue it either way, and personally I prefer a flat cost per item, but it isn't actually ridiculous to scale with price.
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Old 09-22-2016, 03:32 PM   #38
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

I think in my home game I'll stick with the original house rule which scales up if the SG costs more than campaign starting wealth.

I'd also like to see the SG rule become official over the system. Any chance of that happening?
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Old 09-22-2016, 03:44 PM   #39
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

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Annoyingly, this hasn't found it's way to a general rule change that I know of.
See GURPS Power Ups 5: Impulse Buys p. 8, which changes Trading Points for Money to 100% off starting wealth in used goods or 50% in cash.
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Old 09-22-2016, 03:55 PM   #40
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

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See GURPS Power Ups 5: Impulse Buys p. 8, which changes Trading Points for Money to 100% off starting wealth in used goods or 50% in cash.
Thanks; I don't use impulse buys and wouldn't have expected to find it under player guidance/buying successes. It's a bit frustrating that for the second time they have admitted it's a poor and unfair rule but leave the fix as an optional rule and not actually change it but at least it's there.
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