Pepsi Jedi wrote:sHaka wrote:Pepsi - One of your concerns was how the BM benefits for characters could be abused. Does the book make clear that a character owned business/racket would require input from the character, or that rivals might wish to liquidate the current management?
Though it's quite an initial boon for a character to have a source of income like that, I can see loads of potential for GMs to use this for plot hooks and to make a player's life more "interesting".
Yes that's there but it's largely glossed over. It -is- mentioned. Very much for the plot hook type usage you mention, but mostly it's "Roll the cost for this week. Now roll the profits for this week. The profit dice are always 2 to 3 times the number of the cost dice. Does this mean automatic profit every time? no. If your cost is 1D6X100 and your profit is 3D6X100, you could roll 600 cost and only 300 profit, but chances are it won't shake down that way.
Yes someone could come along and mess with your business and that's the plot hooky thing you mentioned (( It'd directly stated in the book)). Thing is they say about.. 50 times that these overlays or such can go for about 99% of the OOCs in Rifts. If you just 'Start out' with a character in the black market you get this power up. If you 'convert old characters to BM' it's not quite as big. Thing is.... there are sorts that will instantly just make every char Black Market to get the added money and benifits. Which are above the board big, for those in the black market.
Thing is, if the black market gives these, then.... being in the CS should give it's own benefits. Being in the NGR army should. Being in larsen's Brigade should. Or being a member of Lazlo should. Ect.
I can see the use and appeal. Sadly I think that "While intended to add depth and role play oppertunity to the game/system" That about 90% of the time it's going to "Add twinkery and abuse of power free money and free weapons and such" To the game. I've been playing since the 80s.... and I know how it's written to be used... but having played that long I can see "TWINK BAIT" when it pops up.
I see the rational behind it.
Its the only way a character can realistically afford the unrealistically overpriced eclip chargers in the book
Just about done reading it. I like a lot of the stuff, however, I am not a huge fan of the PS penalties for the big bore weapons either in the book or from New West still. These things have a very short range and deliver most of their knock down and damage because they are basically firing shot gun slugs that are really mini "concussion" explosives. I don't see where there is a huge amount of kick back and the weapons themselves are not all that heavy really.
If a PS of 10 is the average human strength, I doubt you'd really need much over that. Your average Joe who is probably even kind of a bit out of shape can easily hold and fire a 12 gauge shotgun without too much difficulty. If you have some experience, that average Joe can probably even fire a 10 gauge resonably. If you have a larger frame and are made a little stronger you could easily fire a .50BMG semi-auto rifle from the shoulder or an 8 gauge elephant gun. Your shoulder may not be your friend later that day, but accuracy wouldn't be too bad.
I can understand why railguns need such a high PS, because they are generally VERY heavy, combined with have a serious kick as they generally accelerate their projectiles to insane speeds. However, regular big bore weapons don't do this and even the rail gun big bore weapons get most of their kick from the concussion rounds still and mostly get some extra range because of a little electromagnetic zip...so even those shouldn't require much more than merely above average strength (say, 14 or so).
I know there isn't a single PB staff member (maybe no writers either?) who know anything about guns or have any real gun experience. That said, it also annoys me that they call most of them big bore shotgun rounds and the littler ones, IIRC, magnum rounds. Since there are only two flavors, the "lighter" round wouldn't be a magnum round. It might be a pistol caliber big bore round, or a light big bore round or something, but not a magnum. Next, the shotgun big bore rounds are not shotgun rounds. Granted, you can have a shotgun and only ever fire slugs out of it. HOWEVER, shotgun generally denotes that you can and will fire shot rounds. A big bore round is NOT a shot round. It is an explosive slug. The book indicates that most big bore weapons that can fire big bore "shotgun" rounds can also fire regular shotgun rounds (though IIRC apparently regular shotguns cannot fire big bore rounds, without any explination given as to why they can't). It also appears that, that situation is very rare.
Last negative comment, big bore rounds are just too overpriced. Heck, ammo/recharges in general always are, but loading up one of the big bore rail guns with a full ammo drum is going to run you 50,000-60,000 credits (and cost you about 1,000 credits per 6 round burst, compared to, I think a typical, 200 credits or so per regular rail gun burst, which tends to do a lot more damage. Rail guns tend to be around 10cr per round and 20 round bursts or so for light railguns, compared to 160cr per round for big bore shotgun rounds).
I guess the issue I have with this in terms of cost is "realism". I know one shan't mention realism in an RPG, but if we go on an average pay of around 2,000cr per month for a CS grunt, which I assume is roughly the average civilian pay as well, emptying a single eclip or all of about a dozen big bore shotgun rounds would eat up the average month's salary.
I just can't see the difference in typical pay from your average annual wage and what an independent mercenary or adventurer would need to earn for a "mission" being sooooo incredibly different. If you empty half a dozen eclips and toss a few hand grenades you could easily have gone through 20,000+ credits of ammo in the course of a couple of battles. Or the entire year's wages for your average CS citizen. Compared to today, where that same ammo expenditure probably wouldn't have even cost me a week's wages. Heck, it might not have even been much more than a day or two of pay for half a dozen rifle mags and a few hand grenades. I know MD weapons are not ubiquitous, but still. The price of entry is so ridiculous combined with ammo prices it would be exceedingly rare to even find a half way well off small town with more than MAYBE an armed sherriff. Possible a deputy or two as well. No chance of a real armed militia in a town of a few hundred.
Basic body armor, rifle, pistol and half a dozen eclips might be the equivelent of 5-7 years of wages for the average CS citizen to equip just the Sherriff. Since I am betting most even decent towns probably have a median income below that of CS citizens, that could be the taxes for an entire year from 40-60 people just to arm and minimally equip a single person. Lets not talk about the expense if the sherriff ever needs to use any of that. Heaven forbid he needs any target practice to make sure he actually is able to shoot something later (just a clip a month, which is barely any target practice, could burn the taxes from 1-3 people for an entire year, a so years worth of very light target practice might cost the taxes from a couple of dozen people). Now if we have a town a thousand (I assume the town gov't provides more services than just a lawman and deputies), they might be able to equip that sherriff and maybe 3-5 deputies and that would probably suck up a third of the town's taxes when you add in things like target practice, maybe a vehicle or two, etc.
That town isn't likely going to be able to hire any adventurers to help them out ("you want HOW much to take out that witchling and couple of bandits that are harrassing us! I don't care that 1/2 of your fee is for ammo you are going to use. We can't afford to pay you 30,000cr each x the 6 of you!")