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<blockquote data-quote="swrushing" data-source="post: 2211728" data-attributes="member: 14140"><p>Actually not to be picky, but thats not quite right, unless you switched to talking about a house rule in mid-paragraph.</p><p></p><p>The first stage is the bundles (which i think is what you mean by "package", a term i don't recall them using.). A bundle is a prefabbed batch of gear with a specific utility in mind, like a sniper weapons bundle contains sniper rifle and a medical ops bundle contains various med kits and stuff.</p><p></p><p>Your character begins with the standard SG1 team bundle which contains a variety of stuff. The firs t supplement iirc creates a wider variety of these by having a slew of different standard weapons by team type.</p><p></p><p>then their is the mission bundle, which gets majorly changed in the erratta so be sure and pick up the errata. its now given out by the GM (the general?) to the entire team to be divied up. Its one large batch of gear for whatever their specific mission type of the week is. So it will vary from mission to mission unless you do the same thing all the time.</p><p></p><p>Now we get into your own character's individual bundles. The types and number of bundles you can choose are derived from your rank. generally enlisted men get one extra bundle than officers but thats a generalization... it varies from rank to rank. These can be chosen from a variety of "operation" bundles (each keyed to "what i do in the team" kind of thing.) There are also personal bundles for some which basically include stuff you actually own and have at home.</p><p></p><p>So, lets say you have your team bundle already accounte for and you now have gotten your mission bundle, done the divvying up of the gear (who gets what matters because the encumbrance system counts things as small as a bottle of pills against your carrying capacity* and the penalties matter quite a bit.) You pick your op bundles and you are almost done, note almost.</p><p></p><p>Each CLASS has gear picks and resource picks which vary by level. These allow you to spend them to buy various individual things, NOT bundles. (you don't buy a sniper package for 1 pt, as described above. That would be too simple. A sniper package would cost something like a dozen or more points and NO the sum costs of the packages are not included.) 100 rds of ammo is like 1 gear pick. Note that this stage is kind of important because the GEAR/RESOURCE is a part of class balance. if your class got a high gear and a high resource, you got it by getting the LOW will save and the LOW defense track. their design system to build the classes makes the sum total of the various tracks such as BAB, Defense, saves, initiative bonus and gear and resource all even out so that a "good will save" means a "bad init bonus" or somesuch. So, if you just handwave the gear/res picks, you have some balance issues between classes you might ought to consider. TRhe scientist for instance is very weak if her high gear and resource picks get handwaved away. (Making gear/resource and equipment an integral part of class build was to me a very annoying thing.)</p><p></p><p>Now, truth be told, in my game i did a fairly simple thing. I took the gear and resource columns out of the classes and moved inspiration and education checks in, giving them a hi-med-low progression. (it did not make sense for the soldier to get the same education check as the eggheads.) There was some tweaking involved, but it seems to have worked fine so far.</p><p></p><p>* One exception of course is ammo?! Thats right. Your bottle of water purification tablets counts against you for encumbrance, as does your flashlight and tac radio. But the hundreds or even a thousand rounds of ammo, or more if you spend picks on extra ammo, they don't. This wasn't an oversight BTW, it was intentional according to their developers.</p><p></p><p>Ok i pretrty much skipped resource points in all this, but this is enough for now.</p></blockquote><p></p>
[QUOTE="swrushing, post: 2211728, member: 14140"] Actually not to be picky, but thats not quite right, unless you switched to talking about a house rule in mid-paragraph. The first stage is the bundles (which i think is what you mean by "package", a term i don't recall them using.). A bundle is a prefabbed batch of gear with a specific utility in mind, like a sniper weapons bundle contains sniper rifle and a medical ops bundle contains various med kits and stuff. Your character begins with the standard SG1 team bundle which contains a variety of stuff. The firs t supplement iirc creates a wider variety of these by having a slew of different standard weapons by team type. then their is the mission bundle, which gets majorly changed in the erratta so be sure and pick up the errata. its now given out by the GM (the general?) to the entire team to be divied up. Its one large batch of gear for whatever their specific mission type of the week is. So it will vary from mission to mission unless you do the same thing all the time. Now we get into your own character's individual bundles. The types and number of bundles you can choose are derived from your rank. generally enlisted men get one extra bundle than officers but thats a generalization... it varies from rank to rank. These can be chosen from a variety of "operation" bundles (each keyed to "what i do in the team" kind of thing.) There are also personal bundles for some which basically include stuff you actually own and have at home. So, lets say you have your team bundle already accounte for and you now have gotten your mission bundle, done the divvying up of the gear (who gets what matters because the encumbrance system counts things as small as a bottle of pills against your carrying capacity* and the penalties matter quite a bit.) You pick your op bundles and you are almost done, note almost. Each CLASS has gear picks and resource picks which vary by level. These allow you to spend them to buy various individual things, NOT bundles. (you don't buy a sniper package for 1 pt, as described above. That would be too simple. A sniper package would cost something like a dozen or more points and NO the sum costs of the packages are not included.) 100 rds of ammo is like 1 gear pick. Note that this stage is kind of important because the GEAR/RESOURCE is a part of class balance. if your class got a high gear and a high resource, you got it by getting the LOW will save and the LOW defense track. their design system to build the classes makes the sum total of the various tracks such as BAB, Defense, saves, initiative bonus and gear and resource all even out so that a "good will save" means a "bad init bonus" or somesuch. So, if you just handwave the gear/res picks, you have some balance issues between classes you might ought to consider. TRhe scientist for instance is very weak if her high gear and resource picks get handwaved away. (Making gear/resource and equipment an integral part of class build was to me a very annoying thing.) Now, truth be told, in my game i did a fairly simple thing. I took the gear and resource columns out of the classes and moved inspiration and education checks in, giving them a hi-med-low progression. (it did not make sense for the soldier to get the same education check as the eggheads.) There was some tweaking involved, but it seems to have worked fine so far. * One exception of course is ammo?! Thats right. Your bottle of water purification tablets counts against you for encumbrance, as does your flashlight and tac radio. But the hundreds or even a thousand rounds of ammo, or more if you spend picks on extra ammo, they don't. This wasn't an oversight BTW, it was intentional according to their developers. Ok i pretrty much skipped resource points in all this, but this is enough for now. [/QUOTE]
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