Quote:
Originally Posted by Varyon
Energy Reserves replenish at a rate of 1 per 10 minutes, while Powerstones replenish at a rate of 1 per day. Takes Recharge, 10 minutes isn't an option (it goes from 15 seconds for -20% to 1 hour for -30%), but I'd eyeball it at around -25%. Replacing that built-in Limitation with Limited Use, 1/day -40% would be a net change of around -15% (arguably -13.33%, but I'd rather just round that to -15%). That implies the Powerstone would have a total of -70% worth of Limitations on it to start with; if you treat each Quirk as -5%, that means 1 Quirk would reduce price to around 83% normal, and 2 Quirks or more (you hit the -80% cap) would be 67% normal. I'd probably just make it something like 80% for 1 Quirk, then -10% for each additional Quirk, down to a minimum of 5% (for 9+ Quirks). Alternatively, maybe once you hit 20% (7 Quirks) each additional Quirk simply halves the value. You could do just a straight -10% for each Quirk (hitting the minimum 5% at 10 Quirks), but I think the above would be more appropriate considering the demand for a "proper" Powerstone would be much higher (sorta like how you can get a 0.9 carat diamond for much cheaper than for a comparable 1 carat, because the demand for reaching that arbitrary cutoff of 1 carat is so much higher).
EDIT: Just noticed your other thread... you can probably largely disregard this post.
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Hi Varyon - all thoughts are welcome - especially if it ignites some creativity in others where they are struck by an idea and run with it. The guy who wanted a list of various "quirks" for powerstones - got me to thinking that if one pulls things out of thin air - there won't be much in the way of consistency. On the other hand, building a structure first and then building quirks off of that is probably going to be more consistent or at least, internally consistent.
:)