Duke Bushido Posted October 2, 2016 Author Report Share Posted October 2, 2016 It's not coming off as too terribly complex: a half-point gives roughly half effectiveness. Split LS into "Safe Environment" and "Metabolic." Once the player has chosen everything he wants from section A, total it and if there's a remaining half-point, round it off. Same with Save Environment: after all Environments are chosen, total them, and dump the half-point if there's one left. Still have the micro-gifting, and and there's no real complexity. And now there's an option for the Player who wants his Character to be long-lived, but not immortal (and a framework for when NCM kicks in, if you use that). It's particularly easy with the older rules, as these things tended to cost more anyway: roughly 4 to 5 pts for a "safe environment," and 5 or more pts for the metabolic aspects of Life Support. Remember, we are using an older rules set: no one is being penalized in any way, shape, or form. What we've got (so far, thanks to some input from Surrealone ) not only makes it more cost effective to be "not immune, but noticeably resistant" by costing less than full-on LS, but also allows our players to more precisely model what they've wanted without having to "buy the next level up and define it as somewhere in between the two levels." Sure, there's still instances to have to do that, but they're not as frequent or as pricey. Gotta run: sounds like they're done with their break. Gotta get back to the table. Quote Link to comment Share on other sites More sharing options...
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