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Old 01-04-2014, 12:22 AM   #11
DangerousThing
 
Join Date: Mar 2013
Default Re: Pricing Advantages Based on Difficulty

This is a game. The designers tried to pride things by usefulness. They also lowered the price on a few things to help characters survive (Combat Reflexes comes to mind here).

For example, Unaging isn't all that useful in a standard campaign. I've never had a character die of old age, for example.
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Old 01-04-2014, 04:09 AM   #12
Peter Knutsen
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Join Date: Oct 2007
Location: Europe
Default Re: Pricing Advantages Based on Difficulty

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Originally Posted by Anthony View Post
How do you price the stuff that can't be learned?
Most of the stuff can't be learned.
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Old 01-04-2014, 04:14 AM   #13
Peter Knutsen
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Default Re: Pricing Advantages Based on Difficulty

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Originally Posted by Nosforontu View Post
It could work overall you have to have a fairly flat pricing scheme that keeps in mind that attributes cost either 10 or 20 points and most advantages are just very specialized attribute modifiers (talents being the clearest example of this). Its a case of if advantage x costs more than a reasonale percentage of this attribute its better to get the attibute instead level of math.
Talents aren't actually a particularly good example of very specialized attribute modifiers, because many Talents affect both IQ- and DX-based skills.

A much better example would be Resistant to Disease or Resistant to Poison, or more generally Resistant (which can function as a specialized version of Will or HT).
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