07-06-2024, 11:30 AM | #51 |
Join Date: May 2007
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Re: GURPS Meta-Tech
Since the price for Meta-Tech gear is based on the point-cost of the advantages it mimics, if you want the gear but your character isn't supposed to be rich enough to afford it, it's simple enough to buy it with points (modified with the appropriate Gadget limitations) rather than money.
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07-06-2024, 11:47 AM | #52 | |
Join Date: Jun 2013
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Re: GURPS Meta-Tech
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07-06-2024, 12:09 PM | #53 | ||
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Meta-Tech
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With all the crunch in this book building a larger variety of gadgets than just with Basic or Powers is possible. But you still know the points that went into them before converting that into cash. So that helps those who do want to use points. However, the ubiquity modifier can be used to alter the point costs, just as it does for cash. Meaning a gadget that mimics a common advantage can get a discount or surcharge based on how common its supposed to be in the setting.
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07-06-2024, 06:21 PM | #54 | |
Join Date: Jan 2024
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Re: GURPS Meta-Tech
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It just nearly invalidates all the work I did trying to bootstrap a crafting system based on the unverified assumption that metatech prices were instead based on the 0.10 starting wealth ratio of "Trading Points for Money". *facepalm* Last edited by Scriptorian; 07-06-2024 at 07:12 PM. |
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07-06-2024, 10:26 PM | #55 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Meta-Tech
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07-07-2024, 05:44 AM | #56 |
Join Date: Aug 2004
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Re: GURPS Meta-Tech
I think there's room for a Meta-Tech supplement that takes that appendix and works out how different Meta-Tech Origins would change it.
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07-07-2024, 09:59 AM | #57 | |
Join Date: Jan 2024
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Re: GURPS Meta-Tech
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The short version: I noticed a bit ago how 1 character point worth of cash-for-points (with the convention that 200 hours/~1 month of work producing 1 character point), you actually end up with basically the Average monthly salary in the Basic Set minus the monthly cost of living. E.g. in TL 8, a character can produce $2,000 worth as a character point, which is exactly the excess of his salary of $2,600 minus his Status 0 $600 cost of living. Hence a character in a crafting profession can produce $2,000 worth of gear a month, and assume the amount he makes back covers his full monthly salary. This is, of course, really the exact same thing as RMP-style crafting/Devotional Enchantment, just conceptualized as cash instead of points. So for crafting metatech gear at Common ubiquity, divide the final cost of the item by 1/10th campaign starting cash to get the number of months required. Except actually, the time required stays the same regardless of Ubiquity. For Uncommon, you divide by 1/50th campaign starting wealth. The catch is that a character requires Wealthy to get back the the full value of the item (thus maintaining their monthly "salary" of 5 times a regular character); lacking the same the logistical and social implications of higher Wealth, a character either just can't get the same market price, or otherwise has a significant overhead in actually getting it sold. Or if you only care about crafting gear and not selling it, you can skip all the starting wealth multiplication and just apply the BMC and MC to the character point values directly and assume the standard 1 character point/month to get the crafting time. So again, this is really just RPM crafting using Metatech modifiers instead of Gadget Limitations. Then there's also room for shortening crafting time by the value of materials/special reagents or even character points used in the process (as appropriate for the origin). Though this would be separate from having to also craft or otherwise provide the base item. Now I'm just trying to work out something along the lines of Quick-and-Dirty enchantment or Quick Gadgeteering, so minor or one-shot items don't take so long to produce. This may involve somehow integrating metatech with RPM charms. I'm still stewing on that idea. |
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07-07-2024, 10:06 AM | #58 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Meta-Tech
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07-07-2024, 10:37 AM | #59 |
Join Date: Aug 2004
Location: traveller
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Re: GURPS Meta-Tech
I am confused by the Meta-Tech Device Table: why is Dollar Cost based on campaign starting wealth (based in turn on campaign tech level, B28) rather than the starting wealth at the native tech level where the device can be produced? It makes a significant difference in the cost.
For example, a chrysalis machine (UT201-2) costs $500,000 at its native TL11. Per "Tech Level and Equipment" (B27) if I introduce this device into a TL10 campaign as an artifact, it would be worth $1,000,000. Meta-Tech, however, gives this TL11 device in a TL10 campaign a cost of only $667,000 (including the +1 CF for +1 TL) -- a 33% discount, purely due to using campaign vs. native tech level to calculate dollar costs. In a TL8 campaign, the same device with the same statistics would cost $1,067,000 by Meta-Tech rules rather than $4,000,000 in Basic. The example format (p. 36) says, "If item TL differs from campaign TL, note it [after the name]; e.g., “Personal Chronowarp (TL12^).” With the exception of the Mule-Frame Exoskeleton (pp. 39-40), which seems to be a late-TL9 device in a mid-TL9 campaign, all of the dollar costs for the examples are calculated at this differing tech level -- not at some other campaign TL. There doesn't even seem to be any place to note what the campaign tech level and starting wealth is. Yet if I want my TL5 pulp heroes to retrieve the Healing Sarcophagus (p. 38) from the tomb of King Raptutite and install it in the crypt at Notre Dame, I would have to recalculate its dollar value (even before applying modifiers for uniqueness) to determine their reward. Am I just reading this all wrong? |
07-07-2024, 10:58 AM | #60 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Meta-Tech
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