[gurps] Mitigators (was Cyberpunk & 4e)
Michael R. Stork
mstork5 at comcast.net
Thu Jul 27 13:14:47 CDT 2006
Michael Sarno wrote:
> hal at buffnet.net wrote:
>
>> It would seem then, that advantages in and of themselves should be paid
>> for if present at the start of the character generation regardless of
>> the
>> source. If it is "meat", it is natural, if it is cybernetic, it is
>> "chrome". Regardless, if the character starts with it - the player pays
>> the points. If the player acquires it later in play, it costs money
>> - not
>> points.
>>
> There seems to be little reason to keep track of character points
> after character generation with this system. If the players and GM
> like it, then it makes sense, but I'd never want to play in a game
> like this. If the character point system isn't broken, then it should
> be used to regulate game balance.
The problem with what you're saying is that it doesn't take into account
the non-cyber gadgets that characters can buy with cash rather then CPs.
Any character with the cash can buy an offensive weapon, say a small
laser pistol. At some tech levels this might be as small as some of the
tiny cell phones today. If the same character bought a weapon that does
the exact same damage but had it built into a cyber-arm, he'd have to
pay cash AND CPs? Any advantage that can be built into a cyber-eye can
be added to a helmet, goggles, glasses, or possibly even a contact. Why
should I pay CPs and cash an eye that has a few advantages when I can
just as easily get the same in a contact? Using that logic, any
character with cyber-ware is going to be unbalanced compared to his
non-cyber buddies. This only applies to settings where cyber-ware and
high-tech is common, THS for example. If this were a TL7 game and the
gadgets were super secret sypyware, then I'd say the CP cost would be
totally reasonable.
--
*/Mike S./*
*/--/*
*/Dolor Temporarius, Gloria Aeterna, Cicatrices Virgines Placent/*
(Pain is Temporary, Glory is Eternal, Chicks Dig Scars)
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