Buying Karma, whuts the page number? |
Buying Karma, whuts the page number? |
Jan 8 2004, 06:20 AM
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#1
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Moving Target Group: Members Posts: 606 Joined: 17-December 03 Member No.: 5,909 |
Any one know the page number on the rules for buying karma?
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Jan 8 2004, 10:04 AM
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#2
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Senior GM Group: Dumpshocked Posts: 1,406 Joined: 12-April 03 From: Redmond, WA Member No.: 4,442 |
Shadowrun Companion pages 79-80.
Optional rule, GM may allow it or use it with limitations (like limiting the exchanging of Karma to be only between team members at whatever price they agree to). |
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Jan 15 2004, 09:11 PM
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#3
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Free Spirit Group: Dumpshocked Posts: 3,944 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 |
Though not actually buying karma, one could use standard rules of MitS to let someone else pay karma, it is on the last page before the index in the list of magic costs.
Although it won't help in many situations, paying an enchanter to create a focus and then paying them 5000 :nuyen: to bond the focus to any desired magician present can help. Especially if one is a magician perpetually short of karma. Need to bond a Force 3 sustaining focus? Pay an extra 15000 :nuyen: for the karma to have it bound. Take the 3 karma savings and learn 3 Force 5 spells by doing a rating 4 astral quest to reduce the karma of each spell by 4, sorry there is a 1 karma minimum. |
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Jan 15 2004, 09:37 PM
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#4
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Senior GM Group: Dumpshocked Posts: 1,406 Joined: 12-April 03 From: Redmond, WA Member No.: 4,442 |
Joker9125 has found rules for creating Orichalcum that would net a new character almost 300,000 :nuyen: in a month of work, or an Initiate 2 about 500,000 :nuyen: in a month, if the GM lets the character sell Orichalcum at book-price. I think he wants to work a month and then buy 100 Karma, spend his Karma, and then take his next run while his Ally spirit makes his next batch of Orichalcum. Every month thereafter he can earn 5 or 6 karma doing runs, and buy another 60 to 100. His character currently has about half-a-mil :nuyen: on him.
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Jan 15 2004, 09:48 PM
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#5
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Moving Target Group: Members Posts: 189 Joined: 17-December 03 From: Louisville, KY Member No.: 5,912 |
that's probably the most munchkin job scheme i've ever seen.
awesome, in that "totally breaks the game" way. |
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Jan 15 2004, 10:34 PM
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#6
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Senior GM Group: Dumpshocked Posts: 1,406 Joined: 12-April 03 From: Redmond, WA Member No.: 4,442 |
Yeah, fourstring_samurai, I'm impressed. He's mixed things from 3 or 4 books in a way that outdoes the munchkins in my campaign. I look forward to his future creative postings, as they better prepare me to just say no when my munchkins come up with something new. (Most in my game, including me, try to come up with the next creative munchkin thing that we'll have to outlaw.) I pity his GM.
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Jan 16 2004, 01:46 AM
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#7
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
I don't! In my opinion, his GM brings it on himself. |
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Jan 16 2004, 03:13 AM
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#8
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Dragon Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 |
If the player wants to become a talismonger, more power to him. Kinda defeats the purpose of playing the game.
And I'm sure the regular contributors to the "Evil Bastard GM" thread could innundate us with volume after volume of complications that could manifest to make this player's life absolute hell. -Siege |
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Jan 16 2004, 04:20 AM
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#9
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
And if necessary I could always try to summon the magic NotW. I'm not sure how accurate his statements were, but he told tales of being the accepted EvilGM Lord of Dumpshock way back when.
~J |
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Jan 16 2004, 12:44 PM
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#10
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Target Group: Members Posts: 84 Joined: 26-February 02 From: Toronto, Canada Member No.: 2,067 |
The easiest way I've seen of dealing with this is simply by placing a cap on the maximum amount of karma you can buy per adventure. At present the rule in our game is every time you go on a run (or complete a major objective that occupies a night of gaming) you are allowed to buy a maximum of 10 karma. This usually allows a player to pick up enough extra karma to do some reasonable character development if they're willing to burn the nuyen but prevents large payoffs from resulting in massive jumps in power.
The idea that someone could walk out and dump a few hundred k :nuyen: and suddenly become godly powerful seems somewhat, well, silly. TBO |
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Jan 16 2004, 12:49 PM
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#11
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Canon Companion Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
Well, it is a brilliant use of game mechanics and optional rules.
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Jan 16 2004, 01:03 PM
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#12
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Great Dragon Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 |
Yeah, cause there's absolutely no way that the game mechanics and optional rules could be broken regarding the enchanting process. Nuh-uh.
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Jan 16 2004, 01:18 PM
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#13
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Chrome to the Core Group: Dumpshocked Posts: 3,152 Joined: 14-October 03 From: ::1 Member No.: 5,715 |
Of course not! :grinbig:
However, it is up to the GM to say "No!" and stop the ridiculous thing from happening. |
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Jan 16 2004, 01:36 PM
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#14
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Moving Target Group: Members Posts: 518 Joined: 24-February 03 From: Tucson Member No.: 4,153 |
That's assuming; 1.) That one is able to find a buyer for the Orichalcum. It is after all a bit pricey and not always a selling market... especially during the comet days. 2.) That much Orichalcum tends to make one a target for those who don't want to spend the money. More than once I've tagged a runner's doss for trying to do that and wasn't properly prepared. As for buying karma, I put limits on how much can be bought in a specific time frame and also how much each costs according to rep level. I don't allow my players to buy more karma than thier karma pool in a single month of game time. They can't boost thier good karma over three times thier karma pool either. Finally, the cost break down; Shadow Total 101 - 250 1,000¥ 251 - 500 1,500¥ 500 - 750 2,000¥ 750 - 1000 2,500¥ 1001+ 5,000¥ That's just the way I found to limit the rule tweaking. :) |
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Jan 16 2004, 06:02 PM
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#15
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Shooting Target Group: Members Posts: 1,685 Joined: 17-August 02 Member No.: 3,123 |
Geez, my players never even get past the first tier on that chart :P
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Jan 16 2004, 06:04 PM
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#16
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Moving Target Group: Members Posts: 518 Joined: 24-February 03 From: Tucson Member No.: 4,153 |
LOL, I make my players earn thier first hundred before they can start buying. Of course, I also slow down karma pool after the 100 mark to 1 point every 25 instead of every 10 as well. |
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Jan 17 2004, 03:46 AM
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#17
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Dragon Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 |
It's easy enough to justify -- drop two or three hundred k for full-immersion virtual trainers that are almost as real as actually being there.
Game mechanic: cash spent for Karma spent on skill improvement. -Siege |
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Jan 17 2004, 06:17 AM
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#18
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Grand Master of Run-Fu Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 |
Which is why I don't allow cash-for karma, but I do allow cash for karma discounts. If someone does what you describe, going above and beyond my requirements, then I reduce the karma cost by an appropriate amount. I don't actually give them any extra karma, although it works out in a similar fashion. |
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