Michael Sarno wrote:
[EMAIL PROTECTED] wrote:

It would seem then, that advantages in and of themselves should be paid
for if present at the start of the character generation regardless of the
source.  If it is "meat", it is natural, if it is cybernetic, it is
"chrome".  Regardless, if the character starts with it - the player pays
the points. If the player acquires it later in play, it costs money - not
points.

There seems to be little reason to keep track of character points after character generation with this system. If the players and GM like it, then it makes sense, but I'd never want to play in a game like this. If the character point system isn't broken, then it should be used to regulate game balance.

The problem with what you're saying is that it doesn't take into account the non-cyber gadgets that characters can buy with cash rather then CPs. Any character with the cash can buy an offensive weapon, say a small laser pistol. At some tech levels this might be as small as some of the tiny cell phones today. If the same character bought a weapon that does the exact same damage but had it built into a cyber-arm, he'd have to pay cash AND CPs? Any advantage that can be built into a cyber-eye can be added to a helmet, goggles, glasses, or possibly even a contact. Why should I pay CPs and cash an eye that has a few advantages when I can just as easily get the same in a contact? Using that logic, any character with cyber-ware is going to be unbalanced compared to his non-cyber buddies. This only applies to settings where cyber-ware and high-tech is common, THS for example. If this were a TL7 game and the gadgets were super secret sypyware, then I'd say the CP cost would be totally reasonable.

--

*/Mike S./*

*/--/*

*/Dolor Temporarius, Gloria Aeterna, Cicatrices Virgines Placent/*

  (Pain is Temporary, Glory is Eternal, Chicks Dig Scars)


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