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DFRPG / Mechanic Idea: Equipment
« on: July 07, 2013, 02:18:14 AM »
For some groups, the handwavey way in which weapons, armor, cars, etc are dealt with is great. For others, it doesn't work. My group is one of those. It also makes powers like Claws and Breath Weapon pretty weak. I have a solution: Equipment Points.
I still assume characters have the normal equipment they need to use their skills, or could reasonably get. This is for equipment which provides a distinct mechanical benefit, like weapons and armor.
The GM sets a number of equipment points available to characters (just like they'd set refresh, skill points, and skill cap). Generally, I feel 1 EP/every 3 refresh and a bonus 2 for pure mortals is enough. At Average Resources, you get one extra EP and one more at Good and Superb.
Each point of Weapon or Armor rating costs 1 EP. For other non spellcasting non combat applications of skills, get +1 per point spent on a specific application of that skill (like a really nice computer for research, car for driving, or a medkit for consequence recovery).
Once you spend an EP on gear, it cannot be changed for the rest of the session (GM's may waive this if the story permits).
You can get temporary EP by invoking applicable aspects (like Stolen Car) at a rate of 2 points per invocation. This equipment lasts for one scene.
Feedback appreciated.
I still assume characters have the normal equipment they need to use their skills, or could reasonably get. This is for equipment which provides a distinct mechanical benefit, like weapons and armor.
The GM sets a number of equipment points available to characters (just like they'd set refresh, skill points, and skill cap). Generally, I feel 1 EP/every 3 refresh and a bonus 2 for pure mortals is enough. At Average Resources, you get one extra EP and one more at Good and Superb.
Each point of Weapon or Armor rating costs 1 EP. For other non spellcasting non combat applications of skills, get +1 per point spent on a specific application of that skill (like a really nice computer for research, car for driving, or a medkit for consequence recovery).
Once you spend an EP on gear, it cannot be changed for the rest of the session (GM's may waive this if the story permits).
You can get temporary EP by invoking applicable aspects (like Stolen Car) at a rate of 2 points per invocation. This equipment lasts for one scene.
Feedback appreciated.