bladerunner_35 skrev:
With all due respect Dave, I think this may have more to do with your own playstyle or the playstyle you are used to from groups in your past.
Fair point. If I look at it and I see "there is an obvious optimal course of action", then I do automatically presume that everyone will pursue that optimal course and conclude as a result that there is no meaningful choice involved.
bladerunner_35 skrev:
How about we try for the easier and more streamlined option first and then go to safe measures if they are actually needed?
Can you describe "the easier and more streamlined option" in more detail? You did sketch out the beginnings of a list regarding ammo based on lifestyle in one of your earlier posts this morning, but it only touched on three of the six lifestyle levels (Destitute/Poor/Modest/Moderately Well-Off/Wealthy/Filthy Rich).
bladerunner_35 skrev:
Again, with respect Dave. I don't think we're all that interested in the formulas. It will be more than fine if you just state "this costs this much". If there's an argument sure, discuss it and break it down but in general I trust you to come up with something balanced.
I appreciate your trust in that area, but I know that, when I see the numbers that result, I usually need to go back and work through a couple of examples to prove to myself that they're not ridiculously overpriced. I would tend to expect others to share that same initial reaction.
bladerunner_35 skrev:
If we have become successful enough to all afford a Wealthy life style we've earned the right to not have to worry about ammo.
The real choice will still be about which gear - weapons, ammo and armour to bring to each mission.
I honestly don't think that my issue is with whether you've "earned the right to not have to worry about ammo". If you can afford a Wealthy lifestyle, then I fully expect that you'd be able to also afford as much ammo of whatever type you choose.
But there's that word again. "Choose".
With replenishing tokens, if you want to go out with 10 tokens of Dual Core ammo, you have to make a choice and expend some resources to make those 10 tokens of DC available. With "Wealthy gives you any ammo you want", it's just there for you to take or not take without you needing to do anything to make that happen.
With replenishing tokens, there's a point where you can afford to buy and maintain either 9 tokens of standard ammo, 6 tokens of AP ammo, or 3 tokens of DC ammo, so which one do you choose to use? With "ammo as part of standard lifestyle", you just use standard ammo when you have a Modest lifestyle or below, AP when you're Moderately Well-Off, and DC when you get to Wealthy with no choice in the matter because the upper limit of how expensive your free ammo can be is fixed by your lifestyle.
With replenishing tokens, you can be Poor, living in a second-hand squat and eating reprocessed soy paste so you can afford to dump all your money into maintaining a stash of high-quality ammo without needing to track every round/token consumed. With "ammo by lifestyle", you can't have a replenishing supply of quality ammo without also living in a classy flat and driving a nice car.
I'm not trying to argue that making ammo a part of your basic lifestyle expenses would break the game. I agree with you that it wouldn't (and, if it did, I could just rebalance things by throwing in more/better-armed/better-armored bad guys to compensate). But I also believe that rolling it into basic lifestyle takes away a number of valid choices.
God45 skrev:
But it makes no sense to go on adventures! I will make more money from doing my day job than from risking getting shot. And even if everything goes right, I am losing money from every mission! It is not fun, it don`t makes us feel like mercenary's, it makes us feel like... I don`t know? We have no reason to do what we do.
You know what's even worse? I'm already multiplying the values from the IZ1 base payouts by 5... The table says, for example, 1,000-1,500 Cr for a Novice-level Kidnapping job. That's the highest-paying entry under Novice. And the surrounding text suggests that it should be 1,000-1,500
total for the entire team, not per-person.
I really have no idea what they had in mind when they chose those values.
The section immediately before it covers in some detail why you don't want to pay the PCs too much and how they're crazy if they think a bunch of n00bs that nobody's heard of before rates 150k each for "snatching some slag from a tyrannical megacorp", but there's a lot of middle ground between "150k for one night's work" and "you'll make more at your day job and lose money on the average run".
God45 skrev:
I am not asking for an overthrow of the entire camping. I am not asking for all the cool new stuff or even better equipment. I am asking for a chance to actually earn money from missions. To be a little cinematic with ´healing between sessions and not having to balance my characters cheek book! I do not want my character to take a loan. It is not fun.
Can you be more specific about what you want to see (e.g., "get paid X times as much")? That would give us a starting point for seeing who agrees or disagrees with you and discussing what everyone wants in more detail than we did previously.
Personally, I prefer things on the grittier end, where you need to build a name for yourself before you start pulling down serious money, getting shot up
hurts (either in hospital bills, lasting injuries, or both), and you hope to all that's holy that your augments don't get fried. I can deal with "cinematic", but I question its staying power when it becomes purely episodic, with the effects of one session not carrying over to the next (e.g., all wounds magically disappear before the next game).
God45 skrev:Oh, and on a totally separate point. How do we deal with new characters coming in after an old one have died? We keep our xp and gain new money right?
At this point, I lean towards doing like the SWD core book says: "When a character dies, his new hero begins play with one less Advance than his last." Aside from that, yeah, create them as a new character normally.
Another alternative would be to only apply that rule if your character has a dub and you choose to restore the backup into a new body; if you don't have a dub, start a new character at half the previous XP or at 0 XP. On the one hand, that seems a bit harsh, especially when all it takes is one exploding damage roll and you're ghosted even if you didn't make any mistakes. On the other, it seems like the worst part of being low-XP in the IZ setting is that you don't get paid shit for missions, but, if other players have Seasoned or higher characters, your Novice character would be able to go on the higher-level jobs with them and immediately get the bigger payouts that way.
If anyone wants to go back to 0 XP on character death, we can talk about it and see what the group wants to do. Otherwise, I'm assuming we'll do "lose one Advance".
bladerunner_35 skrev:
I understand where you're coming from and if the level of grit in the campaign is draining your fun we need to have a serious talk about it.
...
I decided to give it a few more sessions before talking about it but maybe we need to re-evaluate the campaign and if need be fine tune it?
God45 skrev:I think the best thing is to talk about this at the next session. The forum is great for some things but not for in-depth discussions

Agreed and agreed, although I hate that we've arrived here at a time when I won't be able to meet with anyone for another week and it'll probably be a week and a half (Monday the 14th) before it will be possible to get everyone together.