Mechanics (Gold and Phase System)
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Mechanics (Gold and Phase System)
Skill Level:
First four years will be until adulthood.
Four additional phases can be used at a cost of five years per phase.
Gold Distribution:
Gold will be determined based on character creation. The Moderator will not distribute a set number of "Gold" but will instead give a description of Gold Count. (Ex. Low, Med, High)
Gold Usage:
No set price tag but instead will be based on characters current Gold Count.Looking for love in Alderaan places.- Kcdaspot
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I imagine like small wooden weapons or small weapons of little quality would be worth one gold and some bits. A shield of equal quaility about the same.
I guess the main thing to talk about is what goods would player characters produce and how that would effect commerce overall.
Also how the bazaar would work as well if there is one.A question that sometimes drives me hazy: am I or are the others crazy?- Kcdaspot
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You buy them. Unless you're a blacksmith or something. Or you buy a normal weapon then enchant it/have it enchanted to be stronger.
What's stopping us from just using gold and making all prices 8x higher? Multiple types of money don't do anything. Physically different coins are of course useful for weight concerns, but that's only valid if you use a modern 'money represents a value and not the actual worth of the material' system.
I think the issue is mostly the starting gold and rich/poor divide.
I'd have the mods manually assign gold to every character based on their back story and compensate more phases with less FATE points. I'm already screwing with the game by making an 8 phase character right? And I'm already allowing myself to be completely screwed over by playing a 4 phase one.
Edit:@mods: Did you consider just using potential? pdf page 36- CooLDoG
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Right. There is literally no point in make different types of money. Also, back in those days it was a 1:1 gold=representative value relation ship, unlike today where a 100 doler bill (that has zero gold) is worth $100 dollars worth in gold.
Also, I plan on playing a merchant type PC, so information on how buying and selling works is relevant to me.after a wank.- inspiratieloos
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The basic gist of what I proposed in the other thread is this.
That we consider 'wealth' something different. A merchant isn't going to have that much more cash on hand then maybe a typical market goer. All of his net-worth is tied into his shop and his goods. A noble's wealth is tied into his estate. Wealthier characters are more well off than average characters, but that doesn't mean that wealthier characters can buy game breaking weapons and armor that unnecessarily make them better than their levels.- inspiratieloos
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First,In post 8, inspiratieloos wrote:Gold really isn't the problem here, the phase system is.
Second, if I go out I might take €50 with me in my wallet, my friend, whose parents are millionaires, also does. However he has on clothes from Armani, while I'm wearing something bought at your average clothes store.
Third, the 8 aspect character still has 16 skills more than the 4 aspect character and now they even have the same amount of gold. (ties back in with the first point)- CooLDoG
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In post 12, The Fonz wrote:It's a shitty RP system where everyone starts at 'full' though. There needs to be some kind of restriction so that characters that start at lower levels and work their way up end up being better than 'starting' level 8 characters.
Is it feasible to just give everyone 5 points every time they up a level after the beginning of the game, rather than 4?Current Avatar: Kronk. Duh.- Bub Bidderskins
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IMHO, I think the number of phases should be a set number to avoid a massive balancing issue.ShowTotal: 17/15/1
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Ok so after reading over this I have decided that I want to edit the phase system to include age as a factor. I am not sure where it was mentioned before but having age being a negative to excessive phases could help people decide on the level of phases they are willing to put forth. Something like:
1st phase: Childhood
2nd phase: Adolesent
3rd phase: Young Addult (about 18 to 20)
4th phase: Adult (20 to 26)
Any phases after that just add ten years or something along those lines. I realize that this will be adding a new dynamic to the game but it would also fix the balancing issue which is crucial for this type of roleplay regardless of profession that you intend to pursue.Looking for love in Alderaan places.- Kcdaspot
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That's a good post DN.- Bub Bidderskins
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So what kind of negatives would age give you?
Also, further phases could have diminishing returns where you get fewer skills for each individual phase. At a certain point, the negatives of aging (whatever they may be) would outweigh the positives of getting just one more skill point.ShowTotal: 17/15/1
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Odds are, you wouldnt get to that point BB. Something I am still trying to piece together is leveling up a character. Amstaad will be a city of quests and adventures and after each one, players should be given a slight reward for their experience . Obviously another phase set of four skills is a bit much but perhaps leveling one or two skills at a time which would void the pyramid system. I suppose that is alright just so long as the skill level starts off as a pyramid.
Negatives would include -1 rolls due to early exhaustion or perhaps every 4th CMoS hit deals a point higher when wounding. Everything will be considered and scaled based on how old the character actually is.Looking for love in Alderaan places.- inspiratieloos
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DN, you really shouldn't just go back to copying the original FATE system and then pretending it was a new idea
5 years a phase works better btw, giving everyone a 20-40 yo character.
Normally after a story arc every player that was a part of it can freely choose 4 skills and is assigned an Aspect by the mod based on what happened. Pace the game so that every character has similar length story arcs. You can just give old as an Aspect and have a player suffer the consequences whenever you want.- CooLDoG
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In post 20, DeathNote wrote:Odds are, you wouldnt get to that point BB. Something I am still trying to piece together is leveling up a character. Amstaad will be a city of quests and adventures and after each one, players should be given a slight reward for their experience . Obviously another phase set of four skills is a bit much but perhaps leveling one or two skills at a time which would void the pyramid system. I suppose that is alright just so long as the skill level starts off as a pyramid.
Negatives would include -1 rolls due to early exhaustion or perhaps every 4th CMoS hit deals a point higher when wounding. Everything will be considered and scaled based on how old the character actually is.
Read in ARS MAGICA the rules for aging. That was where I had the idea from.
http://stuff.mit.edu/afs/sipb/user/dclt ... 4th-ed.pdf
Click download.after a wank.- CooLDoG
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In post 21, inspiratieloos wrote:DN, you really shouldn't just go back to copying the original FATE system and then pretending it was a new idea
5 years a phase works better btw, giving everyone a 20-40 yo character.
Normally after a story arc every player that was a part of it can freely choose 4 skills and is assigned an Aspect by the mod based on what happened. Pace the game so that every character has similar length story arcs. You can just give old as an Aspect and have a player suffer the consequences whenever you want.
Haha, I didn't intend for it to seem that way. Apparently it was CoolDog that stated the idea first and that is what seemed best for now.Looking for love in Alderaan places. - DeathNote
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