Proposal: A change to starting equipment

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Proposal: A change to starting equipment

Postby Selenidaria » Fri Nov 22, 2019 9:06 pm

Hey folks, I had a thought this morning that might make things easier on GM's during Character Creation. What if instead of doing a wish list, we do a point buy system where a normal character starts with 7 points to cover all four categories (transportation/armor/main weapon/secondary weapon). Items would then be acquired based on their rarity where common items are worth 1 point, uncommon items are worth 2, and rare items are worth 3 points. Characters are not allowed to choose items with a rarity greater than rare.
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 155/155
ISP: 37/37

Constant Effects: Mind Block Auto-Defense

MR-10 Magefire Bolt Rifle 18/18 shots

Blue Boy Power Armor
Model Type: NG-X44
M.D.C. by Location:
* Head – 70
Arms (2) – 60 each
Legs (2) – 110 each
Thumper Shoulder Assault Rifle (attached to armor) – 50
* Forearm Volt Disruptor (1, left forearm) – 10
* Leg Maneuvering Jets (2, small) – 12 each
* Vibro-Blades (2) – 15 each
** Main Body – 165

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Re: Proposal: A change to starting equipment

Postby Wi-Fi » Wed Dec 04, 2019 3:58 pm

Not bad. It could work and allow for some variety.
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
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Re: Proposal: A change to starting equipment

Postby Bryke » Wed Dec 04, 2019 4:06 pm

I like the idea.

What grade would mundane/misc items get on your point system?

ex. clothing, hygiene gear, telescope, or mechanics tools, etc.
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Re: Proposal: A change to starting equipment

Postby CS High Command » Wed Dec 04, 2019 4:12 pm

In general stuff like that you just get. Though if we go this route, I suggest working up some basic gear packages (warrior, mystic, tinkerer, and adventurer packages) and it would predicate on a list of gear being those grades. Stuff in the armory is covered, of course.

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Re: Proposal: A change to starting equipment

Postby John Altfeld » Wed Dec 04, 2019 7:52 pm

I love and support this. EVERY other system currently does this. I will post more potential details, but what we'd generally need is a total Credits Amount vs. Rarity, with a maximum of Rare. Shadowrun does this very smoothly, for example, with a similar priority system.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 90/90
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 9
Initiative Bonus: +12
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+17/+17/+13/+13)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
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Re: Proposal: A change to starting equipment

Postby Dime Store Magic » Wed Dec 04, 2019 8:16 pm

This type of system has been proposed before. It breaks on edge cases. Example: how does a glitterboy pilot start with a glitterboy? If we can solve this type of dilemma then point buy will work.

FYI: the glitterboy is listed as very rare.
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Re: Proposal: A change to starting equipment

Postby Underguard » Thu Dec 05, 2019 6:29 am

Dime Store Magic wrote:This type of system has been proposed before. It breaks on edge cases. Example: how does a glitterboy pilot start with a glitterboy? If we can solve this type of dilemma then point buy will work.

FYI: the glitterboy is listed as very rare.

When it comes to these outliers, I think that the key piece of equipment should not be apart of the wishlist at all. A Glitterboy Pilot starts with a baseline Glitterboy, period. Point buy can be used in these cases to try to strengthen non GB equipment like armor and weapons, or used to improve the model of the GB itself (since there are different models with different rarities in this case, for example. Same goes for the Warlock Marine, two models of Marine Armor, for another example.)

My concession, or thought, would be that all standard OCCs get the recommended 7 points, whereas those that start with specific power armors/vehicles get 4 or the like. This way, they still have the points to improve, but not the same amount as those who start with considerably less.

This is just an initial thought to attempt to answer that remark, because I agree that the outliers would throw the point buy system into anarchy if not addressed.
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Re: Proposal: A change to starting equipment

Postby Dark Lord » Thu Dec 05, 2019 7:55 am

I am against the proposed change for four reasons:

1) It requires introducing new players to the availability/rarity rules, on top of all the other house rules they have to learn to game on EU, during character creation.
2) The current system both rewards low-powered characters, and player effort in making a good wishlist. The latter is a particularly important benchmark for new players, IMO.
3) Rarity is at least partially tied to geography. Implementing this system for characters that don't start in MercTown, while ensuring that it is equitable for all PCs, is going to be a headache.
4) Given the wealth of character classes, and gear options, in Rifts I question whether this really represents a time-saver for Lloyd.
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Re: Proposal: A change to starting equipment

Postby Augur » Thu Dec 05, 2019 2:04 pm

Good critique from DL.
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