08-15-2018, 11:42 AM | #71 |
Join Date: Feb 2016
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Re: Are Powers Overpriced?
In my games, characters have to keep within point budgets. If a player is really unsure about what to play, I allow them up to 50% of their points as unspecified capabilities, but they have to allocate 10% per game session for the first five sessions. They still accumulate CP, but they cannot access their earned CP until they finalize their character.
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08-15-2018, 11:46 AM | #72 |
Join Date: Jun 2017
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Re: Are Powers Overpriced?
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08-15-2018, 11:49 AM | #73 |
Join Date: Dec 2007
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Re: Are Powers Overpriced?
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08-15-2018, 12:10 PM | #75 | |
Join Date: Aug 2004
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Re: Are Powers Overpriced?
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For this thread, I'm not suggesting anything so radical; I mention it only to illustrate the point that slavishly following the point accounting system as written isn't always the best option. For this thread, the option I'm exploring is to have the GM change the prices. We got on this tangent because AlexanderHowl insisted on not repricing things, and instead letting the point accounting system go ahead and kill off concepts that would otherwise be just fine. That's one option; but it's not what this thread is about. The fact that you can't play a flying brick in a TL9 Supers setting without him being seriously disadvantaged by the availability of gear that covers similar ground, per the RAW, is a problem with the RAW, because a flying brick is a perfectly viable Supers archetype and should be doable without seriously disadvantaging the character. |
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08-15-2018, 12:21 PM | #76 | ||||
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Are Powers Overpriced?
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Are supers known/understood? If so, then, at best, it's a 1 point perk, on a par with concealed weapon permit. As law enforcement will have the ability to detect and deal with your powers fairly easily. Beyond that . . . the same cost it should be to make any advantage invisible and intangible. Oh, wait, they're not intangible. Nor even invisible. If your super can shoot blasts from their fingers, then cripple their hands. Problem solved, plus they can't use normal guns. Double-bonus! Quote:
This assumes that no one knows that supers exist. If they do, and you aggressively point your finger at someone, they can claim assault because they believed you had the ability to fire energy from your fingers. Quote:
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Being a "Licensed Super" would have much the same effect. Law Enforcement would have your information on file, and would be able to question you about your involvement. Granted, if you were an ice-based elemental super, and their victim was killed with fire, you probably would only be asked if you knew any fire-types. But, if they were killed with ice, you'd be a suspect. |
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08-15-2018, 12:57 PM | #77 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Are Powers Overpriced?
I tend to agree that abilities that duplicate equipment that's commonly available in the setting tend to be overpriced - while there's certainly some utility in having a concealable weapon, I don't think it's 10s or even 100s of points worth of advantage. At TL 10, for example, a heavy laser pistol (Ultra-Tech Revised, p. 115) would cost a single point to buy as Signature Gear (and, at only -2 for Bulk, is actually pretty concealable already). Meanwhile, buying its stats as an Innate Attack costs about 60 points. 59 points for "somewhat more concealable" doesn't seem fair, to me. Especially when an attack that's completely invisible (one with No Signature) is only a +20% enhancement over one that's fully normally obvious.
That said, I don't think using Signature Gear to purchase your abilities is really the right way to go. There's a couple of issues with that approach. First, and most importantly, Signature Gear is actually too expensive, at high levels, compared to what it buys you. Once you get past about 30 points in Sig Gear, it's more point-efficient to just buy Wealth anyway. Second, Signature Gear comes with a built-in plot protection element that's often directly opposed to the idea of power limitations. You're basically paying to always have the possibility of having your gear handy, whereas a power limitation is usually about ways for the GM to deny, or at least weaken, your abilities. Finally, I worry that using Signature Gear will still end up with balance issues, because most pieces of equipment aren't priced based on point utility, but rather at least a vague idea of how expensive they "should" be in an actual economic system. So some abilities that are, character-point-wise, cheaper than others end up more expensive, money-wise, because they're just harder to make, or have less demand, or whatever. So, that's why I don't think Signature Gear is the right approach. Here's an alternative proposal: for abilities that can be reasonably duplicated by gear readily available at the setting's TL, buy the abilities with points, but allow them to be bought with a 1/5th discount, as long as the corresponding equipment could be purchased with the character's available Wealth. This isn't quite an Alternate Ability to Wealth, note - if you lose the ability, you still keep access to your Wealth, and conversely, if you suddenly lose access to your normal resources, your cheaper abilities wouldn't abruptly become unavailable, and they wouldn't increase in price until the GM declared any Wealth loss permanent. |
08-15-2018, 01:43 PM | #78 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Are Powers Overpriced?
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There is an official Gurps product that takes that approach? I've used this for a number of years now, but I wasn't aware of many others who did. That's awesome! Quote:
I disagree with the bolded part. Signature gear is about always getting your gear back, not about it never being unavailable. Signature gear can and should be occasionally put out of commission. Star lord can be put in prison and stripped of his precious walkman, but when he breaks out, he has the chance to get it back. This is very similar to the way a power works. I do agree that at high levels, signature gear is too expensive, and you should start looking for different equivalent advantages.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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08-15-2018, 01:49 PM | #79 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Are Powers Overpriced?
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I've been using AtE's Sig Gear cost for awhile now... so... I have to say, never too expensive. |
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08-15-2018, 03:06 PM | #80 |
Join Date: Feb 2016
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Re: Are Powers Overpriced?
At TL5+ Significant Gear only becomes 'too' expensive if you are using it to purchase large ticket items (spaceships, warships, etc). At TL8, you get $10,000 of protection gear per point, which the GM cannot take away from my character without good reason and which the GM cannot deprive of my character unless I sell it. For example, if I am playing a character like the Punisher, I can put 100 points into Significant Gear and have $1,000,000 of adventuring equipment that will always come back to me. If I wanted to, I could instead get $40,000,000 in adventuring equipment through purchasing Wealth (Multimillionaire 2) for 100 points, and get Status 3 for free, but my equipment is not plot protected and, more to the point, I cannot give my adventuring equipment special powers.
Of course, a character with both (Batman) would have the best of both worlds, as they have their Signature Gear for everyday adventuring and they use their wealth to purchase more specialized gear. In a 500 CP campaign, the character still possesses 300 CP for attributes, advantages, and skills, which means that they are effective beyond their Signature Gear and their Wealth. With Independent Income 5, they will earn $10 million per month, meaning that they can easily add to their mundane gear but, even if circumstances conspire to deprive them of their wealth, they will always have access to their Signature Gear. |
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