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Re: DPLimits?





On Tue, 28 Mar 2000, Andrew Luers wrote:


> 
>  Now a thought, This is of course very not AQ but in
> place of a limit increase the cost. 
> 
>  What do you mean Andy.  ...  Well after rate X (like

Oh no, Andy's asking himself questions AND answering them ... get the guys
in white coats (it'll distract them from ME!)

> X=20 for now) the base rate go's up to 50 EP. Rate 21
> would cost 21 X 50 = 1,200 EP. Other systems use this
> way of doing things. This cold go with MOD also, but I
> would not like to see it.

Took me a second to re-read this, but I see what you're saying.  After
certain arbitrary ratings in a skill are achieved, the base cost could be
increased (or, for the picky semantic folks, an additional modifier is
multiplied to the base cost in addition to the incremental method used to
buy skills ... the base cost would stay the same, but certain benchmarks 
in the level to which you're buying would further increase costs for high 
level skills.)

I'd rather not ... I like the x(x+1)(bc)/2 myself ... having to add
additional, arbitrary factors that vary depending on the level to
which you're buying seems a bit chunky for purposes of buying up from
zero.

If I were to think something were too inexpensive, I'd rather increase the
base cost.

(and I'll end up on a clock tower with a rifle from the discussion about
where those breaks ought to be placed ... I'll call the folks who work in
proximity to the nearest clock tower and suggest they take a lunch break
a couple of miles away FIRST, though ;)  )

> 
>   As A Note, Mike uses a limit on MOD and a limit on
> DV in his breack away game. It is working out fine.
> 
>    Andrew L.

Again, that's only going to effect warriors and grappling marines.  Other
backgrounds just don't tend to have excessivly high MODs. If you've
"adjusted" the critters to go along with lower DV and MODs (aluded to
earlier and commented out) from a purely "numbers" point of view, why even
PLAY a warrior when, while getting fewer attacks per person, every party
member has an increased chance to hit the critter (yielding more overall
attacks) AND more party members have a magic punch; or cheaper costs for
ambush, bludgeon, and other sneaky skills to set up getting the party's
first shot in?

Fewer quisinarts, but a more balanced team.

(but what do you do when you LIKE being "Spinebuster of the Julianning
Blade"?)