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#1 | |
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Join Date: Apr 2019
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Kromm's alternate version of Signature Gear seems to me to strike the best balance between points (i.e. investment of character) and money.
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#2 | ||
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Join Date: Jun 2010
Location: Dreamland
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Other slight rule; Certain specific traits are off-limits in RAW for Controllable Disadvantage (I think Berserk and Epilepsy?). Instead, you can still pick them, but you must follow the rules of the disad to turn it off. Berserk, namely, has it's own conditions both for turning off and on normally, so taking it as a perk just makes you immune to the disad turning on without you wanting it to. Even though it's based on SC12, I still see players prefer it over Berserk-15 just for the control aspect. This isn't exactly a rules break, but I basically allow any Attribute Substitution and am far more willing to break verisimilitude for cinematic awesomeness; In a pokemon campaign a player took Throw: Pokeball based on Will to let 'sheer determination' help catch pokemon. However, I do allow ST-based changes but with some caveats; Only one substitution, treat ST as 20 for any contests with this skill if ST is higher, the skill must absolutely make some amount of sense (for instance, already has ST-based possible rolls) and the skill can't directly use ST already. That last one is a bit fiddly, but namely no muscle-based weapons skills based on ST (guns are allowed!) or other skills that directly interact with thrust, swing, or basic lift. Uncontested skills are usually fine over 20 in my experience. |
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#3 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Eh, it just formalizes it so signature gear being overly efficient is true at all wealth levels. I prefer the DF version, where it doesn't affect money at all, it just flags an item you purchase in some other way as being plot protected.
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#4 |
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Join Date: Aug 2004
Location: Wellington, NZ
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This is the version I use now. One point per item, buys it plot protection, though I do expect character to use that item in preference to other similar one whenever it's not clearly foolish to do so.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#5 | |
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Join Date: Jun 2010
Location: Dreamland
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On the flipside, I'm also entirely willing to upgrade signature gear as 'loot' for an adventure if it can make sense (effectively making the gear better by the amount based on loot they would have gotten plus the amount of money they'd get for selling it). This is especially relevant when enchanting is on the table, the PCs already want to improve this particular item over anything else for conceptual reasons. I've also let characters upgrade their signature gear into either Ally (talking weapons!) and/or a special version of gadget advantages (the limitation is much smaller because it is assumed you will have it or get it back soon). |
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#6 | |
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Join Date: Oct 2010
Location: FL
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Signature Gear [1]; Named Possession [1]; and Weapon Bond [1]. I also let a signature gear item count as the gadget for gadget limitations. So, I currently have a character in the campaign I'm running with Alternate Form (Shark) with gadget limitations linking it to his (SG, Named, WB) fish hook... yes, the character was inspired by Maui. However, I'm also happy to use The Captain's Boat (P3/71) and similar rules for Patrons in Boardrooms & Curia for large "Signature Gear" type things like spacecraft, abodes, etc. In fact, options like those (and the related "gear or ally?" puzzles) are what finally convinced me to switch, since the point values started looking skewed in comparison--it can be cheaper, otherwise, to have a tricked-out talking sword as an Ally than a regular sword as signature gear! To the add to the thread: I tend to be quite charitable in letting players buy traits consistent with their concept. Occasionally, these are "oh, yeah, you probably should already have had that. Oops. Go ahead and buy it!" other times it's "yeah, I'm not going to bother making you do anything special to acquire that..." TbaM and WM are the notable examples here. I'd likely treat Talents and such similarly. Skills, spells, and the like I tend to treat normally, but if there's a skill which the player just didn't realize was needed--or where its complete lack from the party is causing issues--I'm pretty happy to let them buy it between sessions (e.g., Animal Handling (oxen) and Teamster after a session mostly consisting of chasing oxen, sometimes attached to a cart, around...). I think it's standard practice, although not precisely RAW, to let players rejigger their PCs in the first few session as they realize what their purchases do. I have a player whose character has an Addiction. After realizing that it puts them practically unconscious for 2 hours at a time, we're looking at replacing that with some similar, but less severe, trait.
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Formerly known as fighting_gumby. |
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#7 | |
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Join Date: Aug 2018
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I like the idea of giving cash CP value (you can use it to buy traits after all, like a cybernetic arm or getting yourself out of debt) but it gets complicated when you time-travel between different TL which have different values for wealth in terms of "earned per month" or Starting Wealth. The value of cash for gear is static (higher TL are just wealthier and have access to more expensive stuff) so maybe Wealth, rather than pricing the % of a TL's SW, could just have a $$ based cost? Then there's weirdness where you might have a different wealth or status in different worlds / times with different identities. how do you manage that? It almost seems easier to anchor different NPC allies to manage your status/finance and then just piggyback off them when you visit their era/world. |
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#8 | |
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Join Date: Jun 2010
Location: Dreamland
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| Tags |
| affliction, fixed, house rules, rules |
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