wyrdhamster wrote:Currency exchange rate don't have anything to it. I maybe wrong, but from what I saw in couple of adventures, general reward for completion of "job" for posse is about 100$+ each member. So the Mad can afford one pound on adventure basis. The question is isn't it highly to much to cost PP as one pound, contrary to "it's just wrong"...
This isn't about currency rates, though. This is about understanding the financial burden you're imposing on your player. You mention your from Poland, so here's another conversion: Would you, realistically, use a device that only gave you 20 uses (at best) but cost 6,900 Zloty to refuel? Remember that you're requiring refueling for each
of the mad scientist's devices, so the price he has to pay to use them at all goes up insanely high unless he only wants one power for the entire game.
Answered this argmunt so many times I don't count now in this topic. Read thought my posts to see my resoning on this.
It keeps coming up because you keep ignoring it, and you shouldn't because it's very important to how the game is set up. Infernal Devices and Gizmos are not the same thing at all
and shouldn't be held to the same standards.
See, I can easily understand that and agree with this. But then we are left with the questions my players asked me: "How much ghostrock use gizmo, if it's fueld by it? And why would any one use ghostrock as fuel then, it it's expensive, when you can use almost no cost equivalents?"
That's why I'd say fuel it by the ounce (which is about 30 grams in Metric). Oil is sold on the world market by the barrel but used by the gallon, so I can easily see Ghost Rock being used the same way. Chop it up into reasonable amounts.
Remember this, but we still have "energy taken from nowhere" issue, which is
unacceptable for scientist, sane or not.
Except that the energy is not taken from "nowhere." It's taken from the Hunting Grounds (like every other magic source in Deadlands). Ghost Rock only powers devices that could theoretically work in our world, while gizmos are powered by demons. And even then, Ghost Rock is made from the souls of the dead who passed on to the Hunting Grounds and were then reconstituted into a fuel source by the Reckoners. There is nothing even remotely scientific about Ghost Rock because it's not a natural substance, it's a Green Rock
May think on it. Maybe gives bonus +1 or +2 for actvating devices on ghostrock?
I think it would depend on the power's trapping and have to be addressed on a case-by-case basis. Perhaps doubling durations of powered devices so activations last longer, or more damage dice or penalties to resist the power if it's an instant effect sort.
On this, you must know i'm Pole, so I don't on daily basis use imperial system. So correct my calculation if they are wrong.
I'm more inclined on this, but truly, players would get there lower power
then - ounce is 1/12 of pound. That means if made 1 Power Point equivalent of 1 ounce of ghostrock, one pound for 100$ would give 12 PP for player to power it's gizmo. My house rule to use his Max PP as one pound is more favorable then, cause starting character will have 20 at start from one pound, and more from this pound if he will take "Power Points" Edge.
On the other hand, making one ounce as Max PP is too much - theoretically, starting character could buy 40 ounces and that is 800 PP. Even with 5PP cost Powers, that gives us 160 uses, that it's more than enough for whole campaign, not only one adventure! So there we will don't have any real problem with ghostrock in-game.
Looking on this if players buy "one, sacred pound" of ghostrock for 100$, it still gives him 16 ounces, and this is 320 PP. Maybe more managable, but still too much...
1/16th, actually, but yes, still favorable. But the cost is insane.
Theoretically, yes. But characters still need to eat, clothe themselves, shelter themselves, and travel. You're forcing your Mad Scientist characters to do this while imposing a second burden on them of constantly requiring fuel, and he'll need that fuel for each device he builds
. Unless your houserule is that he has a single point pool (instead of having a separate pool of points for each power he builds, which is the default), which I may have missed.
As a conversion, 1 Pound is roughly 450 grams, so if you want to make things a bit more easily trackable you could say that a gizmo uses 50 grams for a full 20 point pool, and thus a Pound of Ghost Rock would provide 9 "recharges." Remember that he needs to recharge each device he makes, so this will go more quickly than is apparent.