[Torg] Weird science question?

Tommy Tanaka tommytanaka at gmail.com
Sat Nov 8 13:35:51 EST 2008


2008/11/8 Steve Crow <crow_steve at hotmail.com>:
> There's the rub. That same table has limit values for attributes. Which are
> different from the maximum attribute levels for human beings (or whoever
> you're building a gadget for).
>
> So if you're using those limit values for skills from the NE table,
> shouldn't you use those limit values for attributes too...?

As I said, I'm just going off of memory here, but I'm pretty sure you
only use those values for the attributes of the gadget itself. After
all, you aren't applying the booster to the gadget, you're applying it
to the character.

> But to make sure we're understanding correctly, if we use the skill limits
> from the NE SB, you'd do this:
>
> Create a Alteration Magic Gizmo (System Limit 1), using the Terra SB rules.
> Weird Scientist has a WS value of 18.
>
> 1) Make a Housing roll (pg 82). WScientist rolls a 18. His new skill-booster
> has a Housing value of 23.
>
> 2) Prepare to build a booster. WScientist rolls a 27. The skill has a result
> of 29. 29 minus system limit of 1 = 28. 28 on the Power Push table is... +6
> (2) (1.5 rules, page 83: maybe the enhanced power push table in the Aysle
> book says something different)

This may be a YMMV situation, but in our group we don't allow the
Extended Power Push table for pretty much anything except spells. Most
explicitly *not* for Weird Science. If for no other reason than that
EPP doesn't have Fatigue costs. Well, that and the really absurd
results you'd get with any Weird Scientist with skills in the 20+
range. +6 Boosters are bad enough. Who needs the Running Pulp Power or
Dexterity Super-Attribute when you can just build a Gadget that gives
+10 to Dexterity and Running Limit Value, with no penalties and no
Possibility cost? Mind you, this if the point where I, if I were the
GM, would say something like, "Sure, you can build that, if you don't
mind the possibility that Mobius will steal the idea and you'll start
seeing all of his elite troops equipped with them. And he has a Weird
Science skill of over 35."

> 3) The DN of all Alteration magic rolls is increased by 1 (Terra SB, page
> 86, left-hand column: "increase the DN of the system by +1 for each
> booster")
>
> 4) The gadget has a housing value of 23, so after 12 uses, 2 shock per use,
> the gadget will burn out and it'll have to be repaired.
>
> 5) Our WScientist decides to put in a compensator (Terra SB, pg. 83). The
> boosted value of the skill is 7 (1 system limit + 6 from the booster), so
> the DN to install the compensator is 7 (Ibid, pg. 83, third column). He
> rolls an 11 on his WS skill so that gives him a result of 9. On the power
> push table that is a result of 4, so he subtracts 4 from the shock, minimum
> of 0, so he now takes... 0 shock each use.
>
> End result: An Alteration Magic gadget that takes no shock for usage, adds 6
> to the user's Alteration skill use, has a Housing Value of 23, and adds +1
> DN to all Alteration spells the person casts.
>
> -----
>
> For an Evidence Analysis gizmo, the Skill Limit is 8. Given the same rolls
> as above, you'd end up with a Housing Value of 23, Booster of +6 (5), and
> the compensator reduces the shock by 2 (roll of 18 - boosted skill value of
> 14 = 4, +2 so shock is reduced by 2). In that case, you have a +6 to
> Evidence Analysis, but DN of skill checks is increased by 1. And the gizmo
> takes 3 shock every time you use it, so after 8 uses it's repair time.
>
> -----
>
> Does that about sum it up...?

Sounds about right. I do recall seeing some complaining in the past
about that very possibility (the abusive magic skill boosters.) With
pretty much any of the FX systems in Torg, you have to keep an eye
open for what they can do to game balance. In our current game, we're
doing peer review on *everything*, and discussing what each new
spell/gadget/martial arts style/whatever might mean in terms of power
escalation. Sure, you can write a spell that'll give you a +10 to all
of your attributes, but that means the GM will have to start designing
challenges with that spell in mind. And how are your comrades going to
feel about living with that? Etc.

-Tommy "I have to really watch out for this myself, because my natural
inclination is to use any system as efficiently as possible, which can
easily look like munchkin power gaming" Tanaka
-- 
Marching to the beat of my own horn.



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