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-   -   Trading Points for Money discussion (https://forums.sjgames.com/showthread.php?t=146011)

simply Nathan 09-24-2016 01:55 PM

Re: Trading Points for Money discussion
 
Quote:

Originally Posted by Anders (Post 2043061)
A bad rule is a bad rule whether GMs can overrule it or not.

Which is why multiplying the effects of Trading Points for Money by five was a huge step in the right direction. The option becomes somewhat viable at that point, and is made even better by having Signature Gear be plot-protection only and unrelated to the cost of acquiring the item in the first place (done through any combination of Wealth, Trading Points for Money, or acquiring loot in play).

Bruno 09-24-2016 05:38 PM

Re: Trading Points for Money discussion
 
We've been playing with increased Trading Points For Cash values and Signature Gear as a perk since a few years after DF came out. It definitely seemed to cut down on everyone and their dog starting with Signature Gear (while not making it unused, so that sounds more like the right balance), made Trading Points for Cash attractive, and just generally seems to be working smoothly.

I'd not noticed that was a special rule in ATE; I'd kind of forgotten :)

evileeyore 09-26-2016 09:40 AM

Re: Trading Points for Money discussion
 
Quote:

Originally Posted by Anders (Post 2043061)
A bad rule is a bad rule whether GMs can overrule it or not.

Not sure this falls into the "bad rule" category. This one always felt to me like it belonged in the "different settings for different campaigns" category.

ericthered 09-26-2016 12:01 PM

Re: Trading Points for Money discussion
 
Quote:

Originally Posted by evileeyore (Post 2043589)
Not sure this falls into the "bad rule" category. This one always felt to me like it belonged in the "different settings for different campaigns" category.

It feels like an inadequately flexible rule.

The thing that makes it hard to work with is there is no advice for when its a good idea and when its not.


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