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<blockquote data-quote="Wulf Ratbane" data-source="post: 1652310" data-attributes="member: 94"><p>Yep, you've got it.</p><p></p><p></p><p></p><p>It's very easy to factor wealth/equipment entirely out of the system= 0.8 CR per character level instead of a full 1.0 CR per character level. (page 177). In a "realistic" game with no magic items and just mundane equipment, a 10th level character is probably really only about CR8.</p><p></p><p></p><p></p><p>Tsk tsk! Cyberware is priced exactly as magic items. Remember that 1 currency unit (cu) is equal to 1 silver piece in D&D, or 1 dollar in the modern world. Anyhow, take my word for it-- I designed it so that any given cyber enhancement costs the same as a magic item would.</p><p></p><p></p><p></p><p>Then don't allow them. </p><p></p><p>Folks, having a very detailed and exacting system does not abdicate the GM from his responsibility to apply common sense. (Take a look at the mammoth HERO system rules and the myriad ways that players have found to milk them for every conceivable advantage.)</p><p></p><p>I will point out that one of the nice things about the CR/EL system is that (unlike LA and ECL) it scales with level and just naturally phases out. +1.0 to a 1st level character brings him to CR2, and increases his EL from EL1 to EL5. That's a BIG reduction in experience earned.</p><p></p><p>Apply +1.0 CR to a 10th level character, on the other hand, and he goes from EL14 to... EL14.</p><p></p><p>It's nice not having to worry about LA or having to use additional rules for "buying off" LA.</p><p></p><p>On the other hand, you have to be careful that you don't add so much CR to a character that you over-value them (making them paper tigers). I'd never, for example, add +1 CR to a 1st level character.</p><p></p><p></p><p>Wulf</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 1652310, member: 94"] Yep, you've got it. It's very easy to factor wealth/equipment entirely out of the system= 0.8 CR per character level instead of a full 1.0 CR per character level. (page 177). In a "realistic" game with no magic items and just mundane equipment, a 10th level character is probably really only about CR8. Tsk tsk! Cyberware is priced exactly as magic items. Remember that 1 currency unit (cu) is equal to 1 silver piece in D&D, or 1 dollar in the modern world. Anyhow, take my word for it-- I designed it so that any given cyber enhancement costs the same as a magic item would. Then don't allow them. Folks, having a very detailed and exacting system does not abdicate the GM from his responsibility to apply common sense. (Take a look at the mammoth HERO system rules and the myriad ways that players have found to milk them for every conceivable advantage.) I will point out that one of the nice things about the CR/EL system is that (unlike LA and ECL) it scales with level and just naturally phases out. +1.0 to a 1st level character brings him to CR2, and increases his EL from EL1 to EL5. That's a BIG reduction in experience earned. Apply +1.0 CR to a 10th level character, on the other hand, and he goes from EL14 to... EL14. It's nice not having to worry about LA or having to use additional rules for "buying off" LA. On the other hand, you have to be careful that you don't add so much CR to a character that you over-value them (making them paper tigers). I'd never, for example, add +1 CR to a 1st level character. Wulf [/QUOTE]
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