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Old 05-25-2012, 02:00 PM   #1
Ulzgoroth
 
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Default Re: Accessory vs Power

Quote:
Originally Posted by Figleaf23 View Post
That description makes it a classic example of Perk-creep, IMO.




Actually, per B100:

"Your body incorporates a tool or
other useful gadget (e.g., a siren or a
vacuum cleaner)..."

What makes it only a Perk is that it's really not much better than buying an object that you hold in your hand or clip to your gear.
Maybe so, but it is quite definitely crept from that definition. PU2 and PP both use it for powers that are roughly equivalent to incorporating a tool or gadget.
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Old 05-25-2012, 02:06 PM   #2
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Default Re: Accessory vs Power

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Originally Posted by Ulzgoroth View Post
Maybe so, but it is quite definitely crept from that definition. PU2 and PP both use it for powers that are roughly equivalent to incorporating a tool or gadget.
The result would be you can build a godlike being for very few points at TL10.

Forcefield projector (but not a projector, just the effect)[1]
Morphing armor (but not armor, just the effect) [1]
Onboard battlecomp (but not a computer, just the effect)[1]
Grav flight-belt (but not a belt, just the effect)[1]
...
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Old 05-25-2012, 02:33 PM   #3
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Default Re: Accessory vs Power

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Originally Posted by Figleaf23 View Post
No, it's not.
Weapons are not permitted as accessories, you know.
Quote:
Originally Posted by Figleaf23 View Post
The result would be you can build a godlike being for very few points at TL10.

Forcefield projector (but not a projector, just the effect)[1]
Morphing armor (but not armor, just the effect) [1]
Onboard battlecomp (but not a computer, just the effect)[1]
Grav flight-belt (but not a belt, just the effect)[1]
...
Well, except that at least some of those are not allowed as accessories (armor is excluded, isn't it?), I really have to go with sure-and-why-not?

The computer is basically standard in THS, but may not do some of the things you're presuming it would (and it needs to be loaded with software). The belt might work if it's allowed.

If anything I'd lean to calling the high actual-rules point cost of the field projector and armor are the problematic bit, not the cheapness of being able to have the stunning abilities that are available to basically anyone at no point cost.
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Old 05-25-2012, 02:48 PM   #4
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Default Re: Accessory vs Power

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... Well, except that at least some of those are not allowed as accessories (armor is excluded, isn't it?), I really have to go with sure-and-why-not?
Yes, I would think armor is excluded too, by the same text as shields and weapons. I was letting two discussions mingle by mistake.
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Old 05-25-2012, 02:51 PM   #5
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Default Re: Accessory vs Power

Ryan, Bruno, thanks. I see now I completely misread what RPK said.

Sorry RPK.
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Old 05-25-2012, 03:20 PM   #6
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Default Re: Accessory vs Power

Hmmm, I've wondered this often regarding cybernetics. The implant computer is one point (actually 6, because you gain photographic memory, though I'm not clear why this is separated out). While I'll grant that this is a tiny computer, as it increases in complexity, you can gain access to things like targeting programs and augmented reality for +1 to vision. These are not non-combat bonuses (though one can argue that a flashlight gives "combat bonuses" in a similar fashion).

But then we flip to implant radios, and those are designed the actual telecommunication advantage, not an accessory (Radio). Why not? Why design it with an advantage and not an accessory? It would seem to me, especially in an ultratech setting, that a radio is less powerful than a computer, and yet the radio costs more.

I don't really follow the logic of this. Why accessory(tiny computer) but not accessory(radio)?
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Old 05-25-2012, 03:27 PM   #7
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Default Re: Accessory vs Power

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I don't really follow the logic of this. Why accessory(tiny computer) but not accessory(radio)?
Because there exists no advantage that gives you the ability to run programs like word processing software, but there does exist an advantage which gives you radio communication. (There is an advantage that gives you the ability to run skills-as-programs.)
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Old 05-25-2012, 03:24 PM   #8
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Default Re: Accessory vs Power

Quote:
Originally Posted by Figleaf23 View Post
The result would be you can build a godlike being for very few points at TL10.

Forcefield projector (but not a projector, just the effect)[1]
Morphing armor (but not armor, just the effect) [1]
Onboard battlecomp (but not a computer, just the effect)[1]
Grav flight-belt (but not a belt, just the effect)[1]
...
". . . provides minor, noncombat benefits not otherwise covered by a specific advantage." (p. B100)

The first two clearly provide combat benefits. The fourth provides benefits that are far from minor.

Not all technological devices count as "minor." A flashlight, a shovel, a siren, a vacuum cleaner, and the like are modestly priced and provide benefits that are smaller than the most nearly equivalent advantages. I'd allow the computer, since Transhuman Space treats having a computer as part of one's physical makeup as a perk, but the battle software's a different story.

Bill Stoddard
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Old 05-25-2012, 03:59 PM   #9
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Default Re: Accessory vs Power

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". . . provides minor, noncombat benefits not otherwise covered by a specific advantage." (p. B100)

The first two clearly provide combat benefits. The fourth provides benefits that are far from minor.

Not all technological devices count as "minor." A flashlight, a shovel, a siren, a vacuum cleaner, and the like are modestly priced and provide benefits that are smaller than the most nearly equivalent advantages. I'd allow the computer, since Transhuman Space treats having a computer as part of one's physical makeup as a perk, but the battle software's a different story.

Bill Stoddard
Indeed. As noted to another poster, I incorrectly conflated another concern into those examples.
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