bcaplan
Feb 16th, '08, 05:50 PM
I've long thought that Transport and Weapon Familiarities are overpriced. In particular, it seems like it's usually a waste of CPs to have more than a few common Familiarities, because you'll rarely use them and you don't get a price break.
Here's an alternative system I'm using that seems to work:
For 2 CPs, you get Int/10 Transport or Weapon Familiarities. For every additional 2 points you spend, you double the number of Familiarities. E.g., if your Int is 20, you get 2 Familiarities for 2 points, 4 for 4 points, 8 for 6 points, etc.
Adding Languages: I drop the complex Language rules, and just have PCs buy "Language Familiarities." 2 points makes you fluent in one Language/10 points of Int, 4 points gives you twice as many, and so on.
Pulpy Bonus: For the price of 5 Familiarities, you can buy a "mystery" Familiarity. In essence, you get blank slot that you can fill in whenever you like. This allows a PC to suddenly announce that he actually knows how to speak the language of the Maoris, throw bolos, or drive a tank. Of course, once the PC reveals the mystery slot, it's no longer flexible.
Any thoughts?
Here's an alternative system I'm using that seems to work:
For 2 CPs, you get Int/10 Transport or Weapon Familiarities. For every additional 2 points you spend, you double the number of Familiarities. E.g., if your Int is 20, you get 2 Familiarities for 2 points, 4 for 4 points, 8 for 6 points, etc.
Adding Languages: I drop the complex Language rules, and just have PCs buy "Language Familiarities." 2 points makes you fluent in one Language/10 points of Int, 4 points gives you twice as many, and so on.
Pulpy Bonus: For the price of 5 Familiarities, you can buy a "mystery" Familiarity. In essence, you get blank slot that you can fill in whenever you like. This allows a PC to suddenly announce that he actually knows how to speak the language of the Maoris, throw bolos, or drive a tank. Of course, once the PC reveals the mystery slot, it's no longer flexible.
Any thoughts?