Without going full on Becks method, has anyone worked out a reasonable BP for Karma rate? I want to run a fairly high adventure campaign (Sort of a Harlequin's Back level game) and want to allow some level of initiation prior to the game starting. (Starting with 500 BP)
I would go with 3 BP for 5 Karma.
Bye
Thanee
big problem with that idea- you can get two very different karma results from BP expenditure on attributes. also, it puts metahumans at a signifigant disadvantage versus humans for stats, compared to the regular BP system, as the stat bonuses seem to happen before you buy stats, rather than after.
If you want to allow initiation, i would suggest charging BP equal to the karma cost. so grade 1 initiation costs 13 BP, grade 2 costs 16 more, and so on. remember you have to buy up the magic attribute seperately. to keep game balance, you may want to set grade 1 at 15 BP, so it still costs 25BP to get magic 6 either way.
The ratio of karma to BP costs range from 1:1 up to around 2:1. Mostly it hangs in around 1.5:1. Initialization is relatively cheap now because the extra Magic is purchased separately. However if you go with BP only you might want to consider how this is going to impact what their maximum Magic is. If you allow them to purchase it up to 6+Grade, with 6+Grade-1 still at only 10BP that's going to throw things kinda out of wack.
EDIT: Teulisch posted while I was still working on mine.
See, even setting it at 15BP they still get 6 Magic at the normal cost and the Grade for "free". Another possibility is that you give the option for a PC to be built with 450BP plus an extra 50, or maybe 60 karma after that. That sounds like a crappy deal on the surface, swapping 50 BP for 50 karma, but with a bit of exploiting planning (and not actually having to play with a slightly gimped PC to get that 50+ karma) it should come out fine.
Biggest problem is: BP costs are linear, Karma costs aren't.
| QUOTE (Butterblume) |
| Biggest problem is: BP costs are linear, Karma costs aren't. |
and that 25BP jump only works because the character build system is static. and the jump is allso artificial, a game balance tactic to stop people from maxing stats all over the place.
this allso allows for some growth when in game.
basicly, unless the character absolutly need that stat maxed, its not worth it at char gen.
but all this leads to some wonky math when trying to convert BP to karma...
I want an official karma-based chargeneration method. Just to mention it again. I don't think something like that will ever come.
It would negate the greatest weakness of SR4, the linear char-creation system.
its not 100% linear, and allso, why is it a weakness?
if anything it speeds up char creation. just take the level wanted, multiply with the base point cost and your done.
non-linear stuff have a bad habbit of making you go back and forth to check the scale.
the stuff that tripped up some new people that i had make chars for a intro game was gear, and that my head was still somwhat in SR3 mode (free contacts and all that).
| QUOTE (hobgoblin) |
| its not 100% linear, and allso, why is it a weakness? |
so, it makes people specialize rather then generalize.
i dont think thats a bad thing.
| QUOTE (Butterblume) | ||
The way the rules are, it is much more efficient to get a few skills at rating 4 than a lot of them at level 1 at char creation. Also the attributes, it's much more efficient to get a few at (nearly) max. |
I was originally just planning to use it for Initiation and possibly Ally spirits but I'm tempted to just do it for a 1:1 basis and put a cap on how much karma they can buy.
I'm hoping to encourage certain types of character choices without making the players feel railroaded.
Thanks muchly for the help!
Look in my sig for my version of a karma based creation system
If you want to allow initiation prior to the game starting why not have them generate standard characters and then give them X karma to spend? People could increase their skills, initiate grade, resonance, or whatever.
| QUOTE (Serbitar) |
| Look in my sig for my version of a karma based creation system |
I would change your setup. Replace 500 build points with 400 build points (standard) and 100 karma. You will probably also want to increase the maximum cash available to at least 500k. And decide what you want to cap skills at after karma expenditure (I doubt you will impose a limit but you should make that decision).
Edward
| QUOTE (Serbitar @ Jun 4 2006, 06:33 PM) |
| Look in my sig for my version of a karma based creation system |
| QUOTE (Edward) |
| I would change your setup. Replace 500 build points with 400 build points (standard) and 100 karma. You will probably also want to increase the maximum cash available to at least 500k. And decide what you want to cap skills at after karma expenditure (I doubt you will impose a limit but you should make that decision). Edward |
| QUOTE (blakkie @ Jun 5 2006, 09:17 AM) | ||
The problem being that you went and changed the normal in play karma costs themselves too. |
I just got my former D&D group to start Shadowrun, after years of hounding them. I looked at the rules and decided that I'd put together some quick karma creation rules for them too use. I found that a simple threat kept most them from going too high on their various rating. "Munchkins will be met with bigger Munchkins" I made sure that they knew that I'd exploit any skill gaps they had and trip them up where-ever I could. And the one min-maxer I had decided to use a sample character instead, so my plans for showing him the ropes won't be needed yet.
In other words, I didn't need to change the karma rules to keep somethings in check. The players managed that themselves.
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