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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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So, I'm tossing together a space opera setting in my spare time, a baroque and over-the-top gothic setting filled with epic action heroes, and something slowly dawns on me. I need some help with this:
In one corner, you have a space marine. He's awesome, let's say, 500 points of pure, distilled, military win. He's also got power armor (worth 100 DR) and an awesome gun (15d pi+). In the other corner, you've got a robot, also made of 500 points of win. However, assume his DR and weapon are innate. 100 points of DR is 500 points, right there, and 15d pi+ damage is 90 points, so even before he's purchased any skills, any stats, he's already 90 in debt. Now, I observe that most robots don't come with weaponry. Instead, they have weapon mounts. I imagine I could just buy a gun for him and socket it on. Can I do the same for armor? How about a radio? Why would you play a robot worth several thousand points when you could play a much cheaper robot who sits in a tank and drives it around? I imagine this same problem faces most cyborgs, genetically engineered assassins, super-heroes and heroes with magical powers in a setting filled with magical enchantments, so I'm sure several of you have come across this and dealt with it before. My instincts say: Gear is stuff you buy with money, inherent advantages are stuff you buy with points. But the line between "gear" and "inherent advantage" blurs when you're playing a robot. How can you integrate Ultra-Tech into a game with "powered" characters without making the powered characters chumps? And lets avoid answering "By making the non-powered guys pay for his gear as gadgets," not because it's a bad answer, but it's one I'm already aware of. I'm looking for other ideas. Thoughts? |
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| Tags |
| powers, robots, ultra tech, ultra-tech |
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