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some (kind of) wealth-related feats
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<blockquote data-quote="Salamander Napolean" data-source="post: 785782" data-attributes="member: 6296"><p>Well, I was going for flavor above function. One of my main problems w/ D20m is its lack of interesting options. I understand that they were going for a unbreakable, and efficient gaming engine, but sometimes it's like reading the SRD. </p><p>Also, a lot of this is about gaming style; about 60% of the characters my group ends up making are homeless or institutionalized. That's why I made feats for atypical heros, and ones who will probably have a very low wealth bonus. Think Teenage Mutant Ninja Turtles; they don't have any money, but they still get ninja gear.</p><p>Anti-feats are from the Villains Design Handbook. The idea is that you take two anti feats and gain one bonus feat. A typical anti feat works just like a feat, but backwards, making you weaker instead of stronger. Did you ever play GURPS? The thing about GURPS is that it sucks to play, but the characters that get made for it are awesome. You get extra points for taking disadvantages, so characters are really flawed and colorful. My favorite character for Gurps Supers was practically deaf and so incredibly obese he could hardly walk, so he had to ride around on a bear. I'm hoping that more people use the idea, esp. for Modern. (not bear riding but anti-feats)</p><p></p><p>Okay, now is the time one traditionally defends their opinions.</p><p>Here goes:</p><p></p><p></p><p>This one is pretty worthless, as it's mainly just the prerequisite feat. I thought about making making the purchase DC higher, but the items they can get shouldn't be too good. The advantage here is that it works w/any wealth bonus (even 0) and it saves valuable role-playing time you would otherwise be using to go to K-mart. It also means the character doesn't have to write down the entire contents of his garage.</p><p></p><p></p><p></p><p>Windfall gives a bonus to your wealth bonus, but that is in constant flux. You never loose this feat's advantage (basically +2 wealth) no matter what purchase you make. And again, the characters w/low wealth.</p><p>You're right though, 3 feats is too much. Maybe I won't have any prereqs.</p><p>(As a side note, I would never personally take Windfall for one of my characters. Why waste a feat on a temporary bonus? No, I'd just buy a .22 and then pick weapons off the corpses of my enemies.)</p><p></p><p></p><p>Alright, the idea isn't that you just find the bazooka laying among some pizza boxes; you find a broken version of it or a bunch of parts you can turn into a bazooka. Look at the chart for craft:mechanical (page 55). All this talent really does is get rid of the purchase DC (for parts) off those charts. You still have to craft the item. If you only have a craft: visual-art skill then all you can make is a neat sculpture. </p><p>Note that you have to be a junkhoarder first. That means no selling items. These feats are for characters who don't fit into the normal wealth system, and probably don't want to have a high wealth bonus. Imagine that.</p><p></p><p></p><p>This is the question I don't get. What's the advantage of not going to work? You can play role-playing games all day or go on adventures. I think the whole idea behind the wealth system is that the characters DO work full time jobs in the day. Picking an occupation and making profession checks assumes that you've got a job you go to at 8a.m. whether you stayed up all night fighting dinosaurs or not. I guess it's all about how you play it. If your GM ignores all that, than it would be a stupid feat to take.</p><p></p><p></p><p>Gambling rules are for specific role-played encounters, and this is supposed to represent gambling as part of your occupation, like you're constantly buying lotto tickets or going to the casino on your free nights. This one's the most buggy, but I like the idea of a slightly fluctuating wealth bonus. Maybe I should make it a d4-1 to wealth? and keep the confirmation for the profession check?</p></blockquote><p></p>
[QUOTE="Salamander Napolean, post: 785782, member: 6296"] Well, I was going for flavor above function. One of my main problems w/ D20m is its lack of interesting options. I understand that they were going for a unbreakable, and efficient gaming engine, but sometimes it's like reading the SRD. Also, a lot of this is about gaming style; about 60% of the characters my group ends up making are homeless or institutionalized. That's why I made feats for atypical heros, and ones who will probably have a very low wealth bonus. Think Teenage Mutant Ninja Turtles; they don't have any money, but they still get ninja gear. Anti-feats are from the Villains Design Handbook. The idea is that you take two anti feats and gain one bonus feat. A typical anti feat works just like a feat, but backwards, making you weaker instead of stronger. Did you ever play GURPS? The thing about GURPS is that it sucks to play, but the characters that get made for it are awesome. You get extra points for taking disadvantages, so characters are really flawed and colorful. My favorite character for Gurps Supers was practically deaf and so incredibly obese he could hardly walk, so he had to ride around on a bear. I'm hoping that more people use the idea, esp. for Modern. (not bear riding but anti-feats) Okay, now is the time one traditionally defends their opinions. Here goes: This one is pretty worthless, as it's mainly just the prerequisite feat. I thought about making making the purchase DC higher, but the items they can get shouldn't be too good. The advantage here is that it works w/any wealth bonus (even 0) and it saves valuable role-playing time you would otherwise be using to go to K-mart. It also means the character doesn't have to write down the entire contents of his garage. Windfall gives a bonus to your wealth bonus, but that is in constant flux. You never loose this feat's advantage (basically +2 wealth) no matter what purchase you make. And again, the characters w/low wealth. You're right though, 3 feats is too much. Maybe I won't have any prereqs. (As a side note, I would never personally take Windfall for one of my characters. Why waste a feat on a temporary bonus? No, I'd just buy a .22 and then pick weapons off the corpses of my enemies.) Alright, the idea isn't that you just find the bazooka laying among some pizza boxes; you find a broken version of it or a bunch of parts you can turn into a bazooka. Look at the chart for craft:mechanical (page 55). All this talent really does is get rid of the purchase DC (for parts) off those charts. You still have to craft the item. If you only have a craft: visual-art skill then all you can make is a neat sculpture. Note that you have to be a junkhoarder first. That means no selling items. These feats are for characters who don't fit into the normal wealth system, and probably don't want to have a high wealth bonus. Imagine that. This is the question I don't get. What's the advantage of not going to work? You can play role-playing games all day or go on adventures. I think the whole idea behind the wealth system is that the characters DO work full time jobs in the day. Picking an occupation and making profession checks assumes that you've got a job you go to at 8a.m. whether you stayed up all night fighting dinosaurs or not. I guess it's all about how you play it. If your GM ignores all that, than it would be a stupid feat to take. Gambling rules are for specific role-played encounters, and this is supposed to represent gambling as part of your occupation, like you're constantly buying lotto tickets or going to the casino on your free nights. This one's the most buggy, but I like the idea of a slightly fluctuating wealth bonus. Maybe I should make it a d4-1 to wealth? and keep the confirmation for the profession check? [/QUOTE]
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