07-07-2024, 11:09 AM | #61 | |
Join Date: Jun 2013
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Re: GURPS Meta-Tech
Quote:
That said, if you want an item to use this price as what it costs at its original TL, you could certainly do so - which would make those TL 0^ Resurrection Altars a tiny fraction of the cost of contemporary Advanced Chrysalis Machines in a TL 12 campaign. You can think of this as a Ubiquity adjustment - At TL 8, TL 0 technology that is still useful will be extremely common while TL 9 technology, if it exists, will be rather rare (3x the cost of what a TL 8 object that does the same thing, if it existed, would cost).
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GURPS Overhaul Last edited by Varyon; 07-07-2024 at 11:20 AM. |
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07-07-2024, 11:09 AM | #62 | |
Join Date: Aug 2004
Location: traveller
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Re: GURPS Meta-Tech
Quote:
The Peacemaker has the same cost regardless of campaign starting wealth. Gene Starwind's Caster gun, however, is priced differently if it shows up in Gene's TL10 campaign vs. a campaign set at its TL12^ origins, despite having the same statistics. Basing the Meta-Tech Device Table on the starting wealth of the item's native TL rather than campaign TLs would remove the variation. Edit to add: Let me ask a different way: what campaign TL were the examples calculated at? what would their costs be in a TL5 kitchen-sink pulp campaign? Last edited by thrash; 07-07-2024 at 11:18 AM. |
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07-07-2024, 11:23 AM | #63 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Meta-Tech
Quote:
This was one of the big reasons I included the rarity rules. If TL5 stuff costs less because it's more common in a TL6 setting, then just reduce its value with whatever rarity modifier you feel works. There are a lot of knobs to adjust to get the exact feel you want.
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07-07-2024, 12:26 PM | #64 |
Join Date: Aug 2004
Location: traveller
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Re: GURPS Meta-Tech
Then allow me to answer my own questions. The example devices were clearly priced at their native TL, as indicated after the names. If one were to use them (or objects with identical statistics) in a hypothetical TL5 anything-goes pulp campaign, however, the prices would be different:
Code:
Listed Cost* TL5 Cost Aja’s Healing Paste 462 9240 Amulet Arcane 474000 237000 Bounding Boots 315000 78750 Enchanted RTG 384750 128250 Excalibur 293040000 1465200000 Healing Sarcophagus 8850 58995 Mojo Bag 1235520 3088800 Mule-Frame Exoskeleton 665280 110880 Personal Chronowarp 2732000 136600 Power Ring 13650000 1365000 This is the opposite of "Peacemakers cost the same regardless of campaign TL." It isn't about "feel" -- it's a direct consequence of the rules as written. |
07-07-2024, 12:49 PM | #65 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Meta-Tech
Quote:
If you must have a rule, then reverse how high TLs enhance cost: 1 TL below is 1/2, 2 TLs is 1/4, 3 TLs is 1/8, etc.
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07-07-2024, 03:05 PM | #66 |
Join Date: Oct 2015
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Re: GURPS Meta-Tech
You couldn't pay me enough to both be a game designer, and visit the boards where my efforts were routinely folded, spindled, and mutilated in discourse.
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07-07-2024, 04:17 PM | #67 |
Join Date: Apr 2019
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Re: GURPS Meta-Tech
Is the Anomaly limitation on Warp on page 28 supposed to be -0%? It seems like a significant limitation. Is there a 1 missing there?
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07-07-2024, 05:03 PM | #68 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Meta-Tech
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No. I originally costed it at -25%, but Sean pointed out how it was basically just a few because even though baddies could follow you...so could your allies. And easily enough too. After some thought I agreed with him. Fun fact, it's original name was "Tesseration."
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07-07-2024, 05:39 PM | #69 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Meta-Tech
One thing I feel has come up enough that I want to point out: GURPS Meta-Tech was meant to be fully compatible with 4/e. This means the wealth rules too. My writing mandate did not cover that and it would have been inappropriate for the supplement anyways.
I tried to cover as much ground as I could for that aspect by allowing the GM to move the dial up or down on a item's cost. That sounds like a cop out, but it isn't. I literally cannot design a book around the individual tastes, campaigns, etc. of all GMs from now to the future. I also cannot change a major aspect of the rules like how wealth works. Like in all GURPS games, GMs are going to need to customize a bit. So please, let's keep that out of this conversation - it makes me feel like I did a bad job. And if you don't like the book or rules - just don't comment. I get it. There are books I don't like either, but I try not to keep others from enjoying them. It's not cool to crap on the fun others are having. Let people like what they like.
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07-08-2024, 05:56 AM | #70 | |
Join Date: Oct 2010
Location: earth....I think.
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Re: GURPS Meta-Tech
Quote:
Cost for items that are from a higher TL than the campaign TL have an increase in cost (double for each level) while items from a lower TL have no change in cost. So your list should reflect as: Code:
Listed Cost* TL5 Cost Aja’s Healing Paste 465 465 Amulet Arcane 474000 948000 Bounding Boots 315000 2520640 Enchanted RTG 384750 1539000 Excalibur 29305680 293056800 Healing Sarcophagus 8850 8850 Mojo Bag 1235520 1235520 Mule-Frame Exoskeleton 665280 10644480 Personal Chronowarp 2734200 349977600 Power Ring 13687800 438009600 An Axe is a TL 0 item and cost $50 to buy, no matter what TL your campaign is since its a TL 0 item. The cost does not go up because the TL of the campaign differs, nor does it go down. An Edged Rapier is TL 4 and cost $1000, as long as the TL of your campaign is TL 4 or higher, at TL 3 a player can buy it only if you introduce a TL 4 culture/city/etc. to the game and allow them to buy it, but the price should then be $2000. Or if you allow the player to buy Higher TL then they can also buy it at the start for $2000. In a TL 0 game, this sword cost $16000! Compared to an Edged Rapier in a TL 8 game, it still only cost $1000 (But now its fine by default at least). |
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