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Old 09-12-2017, 06:44 PM   #5
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Re: Cybernetic costs and modifiers both 3e & 34e

Quote:
Originally Posted by sir_pudding View Post
Having to change batteries twice a year isn't meaningfully a disadvantage, it probably isn't even a worthwhile quirk. It doesn't interfere with adventuring and doesn't require skill rolls. It is a lot like having nuclear reactors giving Doesn't Eat even when you need fuel every 20 years or something.
Agreed - until you hit that critical threshold and you forgot to change the batteries and you have but 2 hours left right? But that then becomes one of "less than 1 month" overall. Correct?

Now, if twice a year isn't worth being detailed in the game in your eyes, that's one thing. But if it is worth being detailed in say, three people's campaigns - then to them, it is worth something. Maybe a "quirk" level disadvantage perhaps. Or - the fact that Maintenance at all costs some time from the character's life, costs money, and a fee is assessed by the Maintenance tech that costs money from the character's pocket?

As a GM, who watches a player take three separate items - each requiring 1 hour of maintenance - is now losing 3 hours on a regular basis. Nothing is ever done by Technicians for free, so there is a monthly cost involved for 1 hour's labor. Most places that invest in having the tools, a building, etct - will prorate their fees to include that cost so that the business can keep operational. In all? Maintenance isn't just a loss of time, but a surcharge on the monthly cost of living that is largely overlooked.
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