Availability Rules Exercise, Let's check If we get the idea... |
Availability Rules Exercise, Let's check If we get the idea... |
Feb 25 2006, 03:33 PM
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Moving Target Group: Members Posts: 718 Joined: 10-September 05 From: Montevideo, in the elusive shadows of Latin America Member No.: 7,727 |
Gear availability is not actually limited, provided time does not matter. As the book goes, you could roll and roll forever until you get the thing. My group and myself are using the -number of rolls capped by the skill- houserule and it kinda works.
I still have problems with pricing. I mean: How does the legality index affect cost? (I go "F" meaning "crackdown = +50%" and "R" a 25% increase). Would it be more expensive to get the higher availability items? (by the present rules it does necessarily have to be so if you have ample time...) Sometimes I roll availability dice and add a 10% markup for each hit. Also, fixers and middlemen charge a 5%x connection rating fee. But it does not get any "transparent". Also, It's mathematically quite unlikely to end up paying 3x or 5x the listed cost, and I do believe some gear should cost as much. (missiles, for example) I propose a sample activity for you: A street sam :cyber: , planning a field trip to amazonia is interested on getting a Combat Armor Suit with environmental adaptation and an Ares Alpha Assault Rifle, he goes and talks to his friend fixer, who has a 3 connection rating and rolls 13 dice in the availability test. (5 charisma + 5 negotiation + 3 connection rating) How long does it take him to get the items and how much does the street sam pay? Does this rationale sound correct for you? Also, what other complications do you foresee? (besides pricing I mean) Let's see if you get the same numbers I do... cheers, Max |
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