Quote:
Originally Posted by Prince Charon
I wonder how good an 'Accessory: Tent' spell or power could get before you'd need to start adding more points to it.
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As soon as it's any better than the sort of commercially available tent that anyone could buy.
(Kind of by definition; an "Accessory" Perk is basically just 1 CP worth of Signature Gear with just enough Payload that you can ignore the size and weight of the real thing. It doesn't let you have things that you couldn't buy, like a laser rangefinder in a pseudo-medieval DF game, or a Mr. Fusion powerplant for your 1985 DeLorean. Sure, there are magical abilities so trivial you really shouldn't charge more than 1 CP for them, but that's not the really same thing as an Accessory Perk, especially if it exceeds setting tech, historical constraints, or customs. On the flip side, just because you call something an "Accessory" for the sake of the easy build doesn't mean the munchkin Sorcerors get to pull out Ultra-Tech and claim they have that entire catalog of gear in the form of Accessory Perk spells.
Accessory Perk is a general version of the common suggestion / houserule that you should only pay for exotic abilities when they exceed the local mundane tech. Don't think a 35-CP Innate Attack in a Monster Hunters game is worthwhile when you can just carry a 7D assault rifle? Then don't charge for the first 35 CP worth; anybody can have that. It's just 1 CP. The 10D version would carry an upcharge.)