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Topics - Doc Nova

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DFRPG / Gear with aspects
« on: August 02, 2010, 12:38:32 AM »
I was chatting with a player of mine and we were talking about how wonderful aspects were and their applications to oh so many things.  During all of this, the idea of mundane equipment with their own aspects came up...like Laser Sight, or Muscle Car, or Tricked Out Graphics Card, or even "bad" aspects, like Inaccurate or Cheap.

Naturally, this led to the question of how this would be implemented, and this is what I came up with:

Modeling it on the cost of equipment via the Resources skill, you could acquire the item as listed, at the "price" listed, without anything additional.  You could drop a cost level and slap on an almost purely negative aspect (like the aforementioned "Cheap"), or increase the cost and slap on an appropriate and applicable (and now "universal") aspect to represent something "extra".

This would easily allow for things like Armor Piercing, Concealable, Wall of Lead, Sensitive Controls, Reinforced, High-Resolution, Image Magnification, Night Vision, etc.

So, now I have two questions (relating to this, anyway): 

1) How expensive should an aspect be when adjudicating the Resources acquisition increase?

and

2) Is this even a good idea in the first place?  It does allow wealthy characters to, effectively, "buy" some aspects.  Granted, they aren't as "free form" as player-selected aspects, they can be taken away, and "what is good for the goose" and all that, meaning the NPCs could do it, too.

Thoughts from this most excellent and insightful community would be most appreciated...

Doc.  8)

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