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)
_______________________________________________
GurpsNet-L mailing list <[email protected]>
http://mail.sjgames.com/mailman/listinfo/gurpsnet-l