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Old 02-18-2013, 09:02 AM   #1
NightHawk
 
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Default Cost Factor - need help to understand

What is +0.1 cf and can someone tell me what book it was introduced?

And how would Implement this in GCA?
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Old 02-18-2013, 09:42 AM   #2
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Default Re: Cost Factor - need help to understand

Quote:
Originally Posted by NightHawk View Post
What is +0.1 cf and can someone tell me what book it was introduced?
CF was introduced in the Dungeon Fantasy series, though it's been used elsewhere (for example, Low Tech). CFs are a way of noting price increases. Add up all the relevant CFs, add one, and multiply by the original cost. For example, consider a fine Dwarven axe from DF. Fine for an axe is +9; Dwarven is +4. Final cost is (9 + 4 + 1) or 14 times the basic cost of the axe.
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Old 02-18-2013, 10:20 AM   #3
NightHawk
 
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Default Re: Cost Factor - need help to understand

Ok that part makes sense, do you know where i can find an example in the data files to copy for my custom Datafile?
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Old 02-18-2013, 11:12 AM   #4
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Default Re: Cost Factor - need help to understand

Check GURPS Dungeon Fantasy 1 - Adventurers.GDF, I know CF gets used there.

Using it in GCA is pretty simple (if your GCA is current), you just use it like any other modifier cost. If the cost is +1 CF, you use a cost of "+1 CF".

Here's a simple example:

Code:
Dungeon Fantasy: Quality: Balanced, +4 CF, 
gives(=+1 to owner::skillscore), page(DF1:26), group(Melee Quality), 
shortname(Balanced)
and a leveled example:
Code:
Dungeon Fantasy: Materials: Ornate, +1 CF/+4 CF/+9 CF, 
conditional(+1 to ST:Reaction), upto(3), page(DF1:27), 
group(Melee Quality), shortname(Ornate)
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Old 02-18-2013, 11:12 AM   #5
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Default Re: Cost Factor - need help to understand

Quote:
Originally Posted by NightHawk View Post
Ok that part makes sense, do you know where i can find an example in the data files to copy for my custom Datafile?
You might look at the DF data files, but I don't poke around in the internals much, so I don't actually know what's there.
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Old 02-18-2013, 12:34 PM   #6
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Default Re: Cost Factor - need help to understand

Ok so Looking at Dungeon Fantasy a "CF" this applies to money i am presuming.

can a cost factor be applied to points?
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Old 02-18-2013, 12:36 PM   #7
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Default Re: Cost Factor - need help to understand

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Originally Posted by NightHawk View Post
can a cost factor be applied to points?
It's strictly a money thing, applied to the cost of equipment.
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Old 02-18-2013, 12:38 PM   #8
NightHawk
 
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Default Re: Cost Factor - need help to understand

Ok so in the case of a Bionic Arm with detachable is it the cost of the arm that is increased?

I am confused is the Arm equipment or an Advantage?
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Old 04-07-2023, 02:02 PM   #9
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Default Re: Cost Factor - need help to understand

I understand how this is calculated but my question is: Does CF affect the pricing of enchantments placed on items as part of the purchase?

I know in GCA modifiers and enchantments are all calculated together but is this how it's suppose to work per DFRPG rules?

My understanding is that it doesn't affect the enchantment price because the items could be created first and then have the enchantments placed on them.

Can anyone confirm or refute my understanding?
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Old 04-08-2023, 03:32 AM   #10
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Default Re: Cost Factor - need help to understand

Quote:
Originally Posted by GalaCollie77 View Post
I understand how this is calculated but my question is: Does CF affect the pricing of enchantments placed on items as part of the purchase?
It shouldn't, no. CF multiplies the base cost of an item, while enchantments are a a separate added cost.

Quote:
Originally Posted by GalaCollie77 View Post
I know in GCA modifiers and enchantments are all calculated together but is this how it's suppose to work per DFRPG rules?
GCA can calculate cost for of modifiers in different steps, so it can multiply base cost, then added cost, then multiply this sub-cost, then add more, then multiply, etc. This is handled by separating modifiers into "tiers;" all modifiers on the same tier are handled together. First cost additions are made, then multipliers, then percentages are added together and applied. Then the next tier up is handled by taking the final cost of the previous tier, calculating cost additions, then multipliers, then percentages. Then the next tier, etc.

Mathematically, tiers are like putting parenthesis into a formula. (((tier 0) tier 1) tier 2)
Everything on tier 0 is calculated before moving onto anything in tier 1, which are all calculated before moving onto tier 2, etc.

So the cost addition for Enchantments are on tier 1, a tier above the normal cost additions, multipliers, and percentage modifiers, meaning that their cost won't be increased by tier 0 modifiers which affect the base cost.
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