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To evaluate (starting) equipment.

Started by Catelf, June 17, 2013, 11:13:33 PM

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Catelf

The situation:
I'm about to make "Starter equipment" for character generation in my rpg-project.
I have quite a few equipment ideas already, but now i am uncertain on how to evaluate them.

I'm using a system derived from the storytelling system variants, but there is a great difference:
The playercharacters are much closer to "regular humans" in terms of attributes, skills, and any possible "powers".
This also means that conventional weapons is more important, and lethal.

Therefor, instead of the "treasure" background, there is "Starter Equipment" (a 0 - 5 value), that may allow a player character to start with firearms, or some armor, or more or less peculiar gear.

However, i'm not quite sure how to evaluate the different things.
Rarity? Lethality? Useability? Cost?
How to evaluate a Motorbike? a Scooter?
A Flute hard and long enough to use as a Stick/minor club ?
A combat Fan? A pair of Sais?
A Sword?
A Pistol? A Machinegun?
Light armor? Tech Armor?
....
I'd like some advice on this, if possible ...
I may not dislike D&D any longer, but I still dislike the Chaos-Lawful/Evil-Good alignment system, as well as the level system.
;)
________________________________________

Link to my wip Ferals 0.8 unfinished but playable on pdf on MediaFire for free download here :
https://www.mediafire.com/?0bwq41g438u939q

Piestrio

Quote from: Catelf;663428The situation:
I'm about to make "Starter equipment" for character generation in my rpg-project.
I have quite a few equipment ideas already, but now i am uncertain on how to evaluate them.

I'm using a system derived from the storytelling system variants, but there is a great difference:
The playercharacters are much closer to "regular humans" in terms of attributes, skills, and any possible "powers".
This also means that conventional weapons is more important, and lethal.

Therefor, instead of the "treasure" background, there is "Starter Equipment" (a 0 - 5 value), that may allow a player character to start with firearms, or some armor, or more or less peculiar gear.

However, i'm not quite sure how to evaluate the different things.
Rarity? Lethality? Useability? Cost?
How to evaluate a Motorbike? a Scooter?
A Flute hard and long enough to use as a Stick/minor club ?
A combat Fan? A pair of Sais?
A Sword?
A Pistol? A Machinegun?
Light armor? Tech Armor?
....
I'd like some advice on this, if possible ...

What exactly are you evaluating them for?
Disclaimer: I attach no moral weight to the way you choose to pretend to be an elf.

Currently running: The Great Pendragon Campaign & DC Adventures - Timberline
Currently Playing: AD&D

jibbajibba

Quote from: Catelf;663428The situation:
I'm about to make "Starter equipment" for character generation in my rpg-project.
I have quite a few equipment ideas already, but now i am uncertain on how to evaluate them.

I'm using a system derived from the storytelling system variants, but there is a great difference:
The playercharacters are much closer to "regular humans" in terms of attributes, skills, and any possible "powers".
This also means that conventional weapons is more important, and lethal.

Therefor, instead of the "treasure" background, there is "Starter Equipment" (a 0 - 5 value), that may allow a player character to start with firearms, or some armor, or more or less peculiar gear.

However, i'm not quite sure how to evaluate the different things.
Rarity? Lethality? Useability? Cost?
How to evaluate a Motorbike? a Scooter?
A Flute hard and long enough to use as a Stick/minor club ?
A combat Fan? A pair of Sais?
A Sword?
A Pistol? A Machinegun?
Light armor? Tech Armor?
....
I'd like some advice on this, if possible ...

What can I buy in a shop?

If we postulated a game today what I can buy is limited by the laws of the country I am in and my cash.

Say I am in the US I have no criminal record and 5000 USD.
I can go out and buy a second hand car ($2000) some body armour ($400), a couple of pistols and ammo ($1000), A combat ready sword would cost $300, knives, sai, are all cheap etc etc.

Limiting access to stuff for game reasons - I don't want people to have vehicals or armour, or whatever is a bit nonsensical.

To be honest I could probably get a decent car on a finance deal and stick a bunch of money on my credit card if I wanted to.
No longer living in Singapore
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Jibbajibba
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Catelf

No, i cannot use the economical system as is.
Why?
Simply put:
The game is essentially focussed on "Ferals" which is Anthro Animals, and several of them used to be actual Animals, with limited, if any, interest in money as an idea.
A whole lot of others of them is created hybridations, and those may even have no knowledge of money as such, depending on the environment in which they were brought up.
And the rest used to be humans, which has knowledge of money, but may be interested in a ... simpler life.

Also, i prefer to focus on Europe (I live i Europe), which do not have the liberal weapons laws of the US.
However, that do not mean the characters cannot have weapons, because they will probably be a kind of Task Force, or even a gang, with agendas and backers that wants things to be done.

It is also possible to play Ferals within the police, or even more civilian jobs, with no external weapons at al, or do some Furry variant of TMNT ...
I may not dislike D&D any longer, but I still dislike the Chaos-Lawful/Evil-Good alignment system, as well as the level system.
;)
________________________________________

Link to my wip Ferals 0.8 unfinished but playable on pdf on MediaFire for free download here :
https://www.mediafire.com/?0bwq41g438u939q