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Author Topic: The Stockpile System - some questions  (Read 862 times)
mathey
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« on: June 30, 2008, 03:12:07 PM »

Since I always found the default gear system unwieldy, I was real happy to get The Big Score PDF and mess around with the alternate ways of dealing with equipment. I particularly like the Stockpile system, and have incorporated it into my two play-by-post games to try and reduce the work involved in gearing up. I have a question or two about the rules, though.

1) When you are converting gear picks to increase your Possessions score, do you include your CHA bonus picks as part of the equation? I assumed not because the examples didn't mention it and it seemed like you'd be adding it twice (for Wealth distribution as well as boosting Possessions), but the "from any source" part of the description has a player convinced you do.

2) I'm a little unclear about class abilities and how they interact with your Possessions slots. I'm guessing that Gear Prep boosts one slot's Caliber? Does Custom Ride "fix" one slot as only a vehicle slot? And does Armor Use increase your Possessions score, as seems to be implied by the "extra gear = +1 Possessions" rule, or does it act a separate and distinct slot?

3) Is Extra Gear relevant anymore? If one extra gear pick results in +1 to Possessions, doesn't it make more sense to get Pack Rat instead (+2 Possessions)? It wouldn't bug me as much if it wasn't tied to things like Signature Gear.

4) If I use the Unrestricted Gear campaign quality, can it apply to categories rather than individual gear picks? It mentions something of the sort with the Restricted Gear quality, but it only talks about 10 specific items per XP penalty with Unrestricted.

Thanks in advance for any help you can offer!
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Krensky
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« Reply #1 on: June 30, 2008, 03:45:59 PM »

1) When you are converting gear picks to increase your Possessions score, do you include your CHA bonus picks as part of the equation? I assumed not because the examples didn't mention it and it seemed like you'd be adding it twice (for Wealth distribution as well as boosting Possessions), but the "from any source" part of the description has a player convinced you do.

I would say your players are correct, since in the base system you benefit twice from your Charisma. A literal reading of the RAW supports that as well since the CHA picks are not referred to with a different name in the rules.

2) I'm a little unclear about class abilities and how they interact with your Possessions slots. I'm guessing that Gear Prep boosts one slot's Caliber? Does Custom Ride "fix" one slot as only a vehicle slot? And does Armor Use increase your Possessions score, as seems to be implied by the "extra gear = +1 Possessions" rule, or does it act a separate and distinct slot?

Custom ride works just like heavily armed in the example in the Altered Character Options sidebar on page four of the full PDF. It boosts the caliber of one slot by one, but then you can only purchase a vehicle with it. Gear prep boosts one slot, but does not limit the gear type. Armor use grants you exactly what the ability says and the armor has it's own slot seperate from your possessions, per the first bullet point under Step 2 on the same page.

3) Is Extra Gear relevant anymore? If one extra gear pick results in +1 to Possessions, doesn't it make more sense to get Pack Rat instead (+2 Possessions)? It wouldn't bug me as much if it wasn't tied to things like Signature Gear.

Extra Gear is relevant because you can't take Pack Rat twice. Not to mention that per the RAW, you can take Extra Gear more then once, adding one to your Possessions score each time. Extra Gear isn't the initial feat for the chain you're thinking of, Favored Gear is.[/quote]

4) If I use the Unrestricted Gear campaign quality, can it apply to categories rather than individual gear picks? It mentions something of the sort with the Restricted Gear quality, but it only talks about 10 specific items per XP penalty with Unrestricted.

I would say no because restricting character access to gear (even to a caliber tier) hurts the players proportionally far less then letting them access stuff helps them. It's also not that useful as gear isn't restricted by caliber so much as by nature. All machine guns are R, for instance regardless of Caliber.
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Mister Andersen
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« Reply #2 on: April 27, 2012, 12:08:17 AM »

Since I'm about to start in my first game using Stockpile: Stockpile Thread, Rise.

Looking it over, I'd argue that the provided conversion of the Extra Gear feat be ignored and instead interpreted as working much like the various "increase a pick by 1 caliber for a fixed gear type" abilities.

It's much more in keeping with the feel of the feat as originally designed for the default gear system, and stops it being substandard compared to Pack Rat.
« Last Edit: April 27, 2012, 12:09:48 AM by Mister Andersen » Logged

LordKruelos
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« Reply #3 on: April 27, 2012, 09:14:17 AM »

Your practicing of the dark arts of thread necromancy will be noted in your file.
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Mister Andersen
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« Reply #4 on: April 27, 2012, 09:26:39 AM »

You mean it wasn't already?

I'm guessing that some form of the Big Score will be making its way into SC3 for dealing with freelance / burned operatives, so it seemed worthwhile to add some more thoughts even if they are a little... delayed.
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« Reply #5 on: April 27, 2012, 11:25:08 AM »

4 years is a pretty epic necro though - especially for a thread with only 2 original posts.

I do agree with you though, Extra Gear is inferior to Pack Rat as written (and changing it to be +1 Cal boost makes seems perfectly fair, especially given the flavour of the feat).  That's the downside of The Big Score being an add on to make alternate gearing systems work, as opposed to being kept in mind during development I guess.  Since I can't see any reason SC3 won't have rules for gearing up as a non-company agent, I don't think it'll have the same problem (might be worth a mention in the big SC3 thread though - just in case Pat/Alex miss your necromantic display, to make sure it's kept in mind).
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