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How to get equipment needs clarification

Posted: Sun Sep 12, 2010 5:44 pm
by kevperrine
This began as a post asking about getting normal gear/weapons. I'd like to hear more thoughts on the ideas.

This isn't a demand or question thread really. I'm just interested in the philosophy and explanation behind these thoughts.

BASHMAN wrote: Resources often has more role-playing than mechanical effect. Does it really matter if your character's secret ID can take a Helicopter to work instead of having to drive through traffic? Sometimes it might, but usually it's just descriptive.

Where resources does come into play is that certain hard to come by equipment is easily explained by having Resources. That laser pistol? It's the prototype made by your R&D team (the gov't didn't buy the contract, since a $1 Million sidearm seemed too expensive, so now you have it).

Resources also plays into a lot of possible subplots. Corrupt board members conspire against you, your latest development has been the victim of industrial espionage, your biggest competitor is always out to try and one-up you, etc.
Kinetic wrote: This is what I've usually gone with as well. It's all about the concept. If you want to play the struggling pizza delivery boy who can barely make rent by day, but who spends his time saving the city when he puts on his mask then go for it. If you want to play the multi-billionaire with a dark secret, go for it. To me, the stuff on the sheet is to resolve conflicts of some kind. Wealth is, more often than not, going to be more important outside of those conflicts so just go with what's right for the character and the game.


Okay.
I can understand where this direction comes from. At a point you're right. In comics wealth and getting "stuff" is really only story influenced.

That's in comics.

However, in my humble opinion, in a role-playing game it helps to consider and take into account the mentality of players - who've probably played versions games that have a more "kill the monster and take their stuff" mentality.
Or
You have the players that will min-max their character's stats and potential (I have strong opinions that this is a GOOD thing to strive toward, if you don't make it an effort to munchkin and rule bend/break - but that's an entirely other thread!). Anyway... many players will try to use their Character Build Points to the best efficiency possible. Then again you WILL have those players that ARE trying to push the rules and be a Munchkin.

Both of those things are a fact.

You can say and pray all day that you won't have those players in your games, but some Narrators will. And some Narrators don't have the easy option to find different players or enjoy trying to explain WHY just taking guns and kevlar vests (for free) is not okay for the game.

Hence.
I would much rather either:

See a simple 1-2 line note in the rules that says something like
"Any weapons, equipment or other items or any character background status (such as wealthy, diplomatic immunity, military clearance, etc...) that will be used in-game to aid or subvert any game encounters or rule checks must be purchased with Character Points."

or

Have a simple but clear optional rule for determining Wealth and/or Status that a PC can check for such things.


Leaving it wide open or unanswered - to be handled by the Narrator seems problematic - when something simple like that could solve any issue.

I note this, because in character creation yesterday - one of the first questions two players asked was about getting a gun and a flak-jacket and a cell phone, etc....
And those were NOT from players known for min-maxing or anything.


Their honest reaction was, why do I need to spend points for armor or an attack power (if that's not in my character's power concept) when I can get the GAME effect I want/need (ie. some protection or an offense option) for free.


Make sense?
-kev-

Posted: Sun Sep 12, 2010 6:09 pm
by BASHMAN
Their honest reaction was, why do I need to spend points for armor or an attack power (if that's not in my character's power concept) when I can get the GAME effect I want/need (ie. some protection or an offense option) for free.
Armor is a power is a power is a power. If they want to say their character is wearing a flack jacket they bought at a military surplus store for $100 but *not* spend character points on the Armor power for it, then guess what? They don't *get* the Armor power. This particular flak jacket is only there for flavor text and has no in-game effect (since they paid no in game points).

But a cell phone or car, stuff that anybody can just go and buy- these are things that characters can have access to unless they are Destitute. No points needed.

As for firearms- there are specific rules spelling out what they do, and who can get them. If it is an ordinary handgun, they can have it. They're not "conning the system" by doing this- a normal handgun is a woefully inferior weapon to a few levels in the "Special Attack" power. Adding "Weapon Technique" to make that handgun more useful helps, but in the end, they're paying character points for it anyway, so it isn't a problem.

Sniper Rifles and other extremely effective weapons, are not commonly available to the general populace- these are marked with an asterisk in the equipment section. Energy weapons are so expensive that only billionaires, aliens, super-scientists, or the government can have them.

In essence, the Advantages & Disads that a character have would go a long way towards shaping what "normal" equipment they can have.

Posted: Sun Sep 12, 2010 6:15 pm
by BeardedDork
I note this, because in character creation yesterday - one of the first questions two players asked was about getting a gun and a flak-jacket and a cell phone, etc....
And those were NOT from players known for min-maxing or anything.


Their honest reaction was, why do I need to spend points for armor or an attack power (if that's not in my character's power concept) when I can get the GAME effect I want/need (ie. some protection or an offense option) for free.
Ok, if it fits your concept to have something have it. You can't just carry these things around all the time like it's no big deal.
What kind of character are you going to be. A character who wears an armored vest everywhere and solves his problems by shooting them to death is going to quickly gain the "on the run" disadvantage.
If you are "looting" the pistols that the mooks you just mowed down where carrying, good luck with that. You now have a stolen (you don't have the licensing paperwork for it) firearm with an unknown history.
I actually did make my one character who looted an armored vest pay for the armor power. (it reduced his hero points by two)

Posted: Sun Sep 12, 2010 7:39 pm
by Dustland
In addition to BD's and BASHMAN's suggestions, how about this...

1) If the character picks up a piece of equipment for a suitably dramatic moment, there's no cost to the character. For instance, the character grabs the Rocket Launcher to take down the fleeing helicopter and has a reasonable background that would allow him to use it properly, then I'd let him go for it.

2) If the character wishes to continue using the equipment beyond the appropriate dramatic moment, award the Villains Villain Dice to compensate for the new power. So in the above example, if the character packs up the rocket launcher and now hauls it around on adventures, then he's going to pay for it!

Posted: Sun Sep 12, 2010 9:05 pm
by BASHMAN
Dustland wrote:In addition to BD's and BASHMAN's suggestions, how about this...

1) If the character picks up a piece of equipment for a suitably dramatic moment, there's no cost to the character. For instance, the character grabs the Rocket Launcher to take down the fleeing helicopter and has a reasonable background that would allow him to use it properly, then I'd let him go for it.

2) If the character wishes to continue using the equipment beyond the appropriate dramatic moment, award the Villains Villain Dice to compensate for the new power. So in the above example, if the character packs up the rocket launcher and now hauls it around on adventures, then he's going to pay for it!
A very good way to handle it.