Mechanics (Gold and Phase System)

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Post Post #5  (isolation #0)  » Tue Apr 17, 2012 8:25 am

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.
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Post Post #7  (isolation #1)  » Tue Apr 17, 2012 1:51 pm

I think we should just leave it up to mod discretion... but that would be a pain for them...
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Post Post #11  (isolation #2)  » Tue Apr 17, 2012 8:19 pm

Give everybody 8 phases then and just say, "if you don't use all of them then it is to your own decision, live with it."
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Post Post #22  (isolation #3)  » Thu Apr 19, 2012 6:57 pm

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

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Post Post #23  (isolation #4)  » Thu Apr 19, 2012 7:12 pm

relvant part(s):

Spoiler:
Aging and Afflictions
Age causes people to degenerate, and afflictions are its
most visible effect. An affliction can be chosen by the storyguide
or by the player, at the storyguide’s option. An
annoying affliction is simply something to be roleplayed—it
is a harbinger of things to come, with no penalties to rolls.
The player should make a note on the character sheet, stating
what the affliction is and giving it a score of 0. If a character
gains a minor affliction, something more serious develops,
such as cataracts in the eyes; this has a score of 1. A
major affliction represents something very serious; perhaps
the character fell and broke a hip, and now walks with a bad
limp. The affliction’s score is 2.
Afflictions worsen through the years, and a character may
develop new ones as he grows older. Let the story dictate
whether new afflictions develop or old ones become worse—the
storyguide is the arbiter. If the latter, the player rolls a simple die
and adds the score of the affliction; on a result of less than 9, the
affliction worsens by the amount stated on the Aging Table—
add that number to the current score. The score of the affliction
acts as a penalty to all related rolls.
An affliction that has a score of 6 or higher is crippling.
For example, if a character has the affliction “Going Blind,”
with a score of 4, subtract 4 from all rolls involving sight; if
the affliction had a score of 6, the character would be completely
unable to see.
No affliction score may be greater than 6, and a character
may have no more than five different afflictions. A player
can opt (or may be forced, if he already has five afflictions
at level 6) to have his character gain a Decrepitude point
instead of gaining or worsening an affliction. A character
with 10 or more Decrepitude points dies of old age; this can
be a good roleplaying opportunity.
It is highly unlikely for a character to die from aging
before the age of 50 or so. Few characters grow old, though;
Mythic Europe is a dangerous place. If one of your troupe’s
characters does die of old age, it is something of a victory, for
he has managed to survive all the world’s perils.
Aging Affliction
Roll Result Score
7-9 Annoying physical affliction* 0
10-14 Minor physical affliction,** or worsen by 1. 1
15 Minor mental affliction,*** or worsen by 1. 1
16-17 Major physical affliction,** or worsen by 2. 2
18 Major mental affliction,***or worsen by 2. 2
19+ Gain a Decrepitude point. –
*If the character already has five afflictions, he must add
1 to an existing affliction.
**Example physical afflictions: Arthritis, bad back, fragile
bones, limp, loss of balance, loss of coordination,
loss of eyesight, loss of hearing, loss of muscle tone,
palsied hands, pox scars, slower reflexes, weak lungs.
***Example mental afflictions: Dementia (senility),
long- or short-term memory loss, difficulty understanding
speech, difficulty speaking.
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Post Post #28  (isolation #5)  » Mon Apr 23, 2012 7:31 pm

5 years should be the minimum not the set amount. If you want to RP an old guy who can barely walk be my guest. Actually that could be pretty fun.
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Post Post #31  (isolation #6)  » Wed Apr 25, 2012 6:13 pm

In post 29, AniX wrote:
In post 28, CooLDoG wrote:5 years should be the minimum not the set amount. If you want to RP an old guy who can barely walk be my guest. Actually that could be pretty fun.


And what of those who want to play some punk kid ages 13-19?

Then they would obviously be less skilled.
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Post Post #33  (isolation #7)  » Thu Apr 26, 2012 7:54 pm

... Do you have to set that?
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Post Post #35  (isolation #8)  » Fri May 11, 2012 3:11 pm

DN's suggestion is pretty good. How did I miss it. I still think that there should be some sort of aging mechanic sense an old codger can't swing around a sword as heartily as a young 21 year old.
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Post Post #51  (isolation #9)  » Tue May 15, 2012 4:31 pm

I like what bub and ispo (or what ever your name is, sorry :] ) are saying. Also 65 is really really damn old for that time.
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Post Post #56  (isolation #10)  » Wed May 16, 2012 7:36 am

In post 55, inspiratieloos wrote:Within 4 advancements they'll have equal skills, after that they'll be stronger, this is in addition to not suffering from old age. It's not like the mod can screw you over without being obvious about the fact that he hates you (as long as you're not actively being a dick).

Right, young people should have about the same power at 40 as a starting 40 year old.
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Post Post #66  (isolation #11)  » Fri May 18, 2012 7:41 am

In post 64, inspiratieloos wrote:>8 phase needs to make phases without any aspects/skills. Same as a 8 phase character but with age related problems.
<4 phase some kind of Child of Destiny, born at the stroke of midnight, under the right alignment of planets, from a virgin mother, while a dozen birds albino falcons velociraptor pilots flew over to the east, uses 6 points of potential in phase 1 to showcase their awesomeness, but in the end is a 15 year old.

Edit: Made it right
Edit2: Made it even better

Can I really do that?
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Post Post #87  (isolation #12)  » Mon May 21, 2012 7:55 am

In post 86, Kcdaspot wrote:Gold system should tie into the quest system..blah blah

There should also be like some good gold sinks to counteract yadda yadda

And you should allow people to like grind pelts and stuff like that on the outskirts of the city rabble rabble

... there is no grinding in this game. This is not a computer game! Basing the gold system off of what an Item costs is the easiest way.

@tbone, well, everybody would be a two year old baby with 8 phases. It just doesn't seem to work for balance reasons.
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Post Post #104  (isolation #13)  » Mon May 21, 2012 10:18 pm

Isn't money quite easy to mod? Also, money is just more fun to me than the mystical "wealth levels" that we are now talking about.
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Post Post #107  (isolation #14)  » Tue May 22, 2012 7:28 am

Well, shouldn't the player ask, "does this store have x? and if it does how much would it cost?" Also, common sense would connote what is in each store. A smith would have iron workings and weapons other shops would be named by the items that they contain. Also, with the gold levels you still have to know if a store has something.

I don't like rolling for money either. It doesn't make cents and Kspot would say. When you buy something there is no random element ever.
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