[Torg] possibility adventure costs

Sam Frazier II sdf_ii at yahoo.com
Wed Apr 23 19:14:36 EDT 2008


After playing Shatterzone, which did include improvements and hinderances of the TORG system, adv/comp does seem like a better way to go when dealing with extra abilities. GURPS has done a good job with it, but they also don't fit the TORG system very well.

I suggest keeping the adventure costs for no other reason than opening a Pandora's box. Muddle with the system, and other things are effected. The only two items I've found useful is the Skill Based Combat (SBC by Jasyn Jones) and a modification to the Long Range Contradiction (LRC is a home rule we use with around here). But both have game playing issues. If you use SBC I strongly suggest you make the combat skills a macro skill. Fire Combat, Melee Weapons, etc. Jasyn mentions this potential pitfall in his rules, and we've found it out all too well. The LRC rule we play with almost demands the characters raise their reality as fast as any other skill, particuallarly if they are using a high damage fire/energy/missile weapon. 

Hopefully they'll address these issues in TORG 2, should it occur.

SDF II




----- Original Message ----
From: Cedric Chausson <deathwindfr at gmail.com>
To: torg at justintimeadventures.com
Sent: Wednesday, April 23, 2008 6:53:03 AM
Subject: Re: [Torg] possibility adventure costs

The option I took was based on the GURPS advantages/disadvantages.

It's not that difficult since you can take the existing GURPS system.
Since the GURPS system is very wide ranging and quite generic you can
pretty easily find advantages/disadvantages that fit the character.

My method is to figure out the net result points between the
advantages and disadvantages. Say for example if you compare the total
advantages points and disadvantages and there are more advantage
points (which is usually the case).

Then I have my players choose other disadvantages to pay up for the
advantages.  Alternatively they also have the possibility of paying
for the advantages with character points.

As a gamemaster you just have to pay attention to the fact that they
don't choose a lot of flimsy disadvantages to pay up for the real
advantages and you usually end up with pretty interesting characters.

Cheers,

2008/4/23, Phil Dack <philipdack at yahoo.co.uk>:
> I agree, I've never been wholly happy with them either but not
>  stumbled upon an appropriate solution.
>
>  One suggestion I have is at character generation  - a points
>  based system could take into account these advantages upfront.
>  But that's a big BIG piece of work!
>
>  Another option is that present in the Terra sourcebook, using a
>  Hero/GURPSesque advantages and disadvantages system to reduce
>  the adventure cost.
>
>  To be honest, for a single power, ability or package, I'd
>  probably waive the adventure cost nowadays, just as I don't
>  charge the cyber-agent ppoints to have infrared vision or a US
>  marine for having an automatic weapon.
>
>  Phil
>
>
>
>  --- Mark Freeman <crabshtick at hotmail.com> wrote:
>
>  >
>  >
>  >              i have never been a fan of the possibility
>  > adventure cost for certain character types. such as the
>  > ravagon/ technodemon (who cost 6) or nile characters (with
>  > variable costs). and i have often wonderd if the cost could be
>  > substatuted for some other disadvantage. such as - increased
>  > reconnection values, increased disconnection values, rounds of
>  > delay before reconnection can be attempted or making the cost
>  > the number of substandard possibilitys a character gets each
>  > adventure before getting to use the good ones (substandard
>  > possibilitys only offering 2 packages of damage reduction, a
>  > d10 roll up bonus or only countering half a possibility
>  > leaving a d10 still incoming).
>  >                      however ive never been really satisfied
>  > with these ideas. any suggestions to what i could do? or
>  > improvements to these ideas?
>  >
>  >                  cheers, mark.>
>
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